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Harris, Karen R.; Graham, Steve; Aitken, A. Angelique; Barkel, Ashley; Houston, Julia; Ray, Amber – TEACHING Exceptional Children, 2017
Students with disabilities often find writing extremely challenging (Harris & Graham, 2016). Special educators can, however, promote tremendous gains in students' ability to write by understanding common challenges students face and mastering specific teaching techniques. Students' writing success depends on reducing how much attention and…
Descriptors: Disabilities, Reading Instruction, Writing Instruction, Spelling
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Balan, Oana; Moldoveanu, Alin; Moldoveanu, Florica; Nagy, Hunor; Wersenyi, Gyorgy; Unnporsson, Runar – Journal of Visual Impairment & Blindness, 2017
Introduction: As the number of people with visual impairments (that is, those who are blind or have low vision) is continuously increasing, rehabilitation and engineering researchers have identified the need to design sensory-substitution devices that would offer assistance and guidance to these people for performing navigational tasks. Auditory…
Descriptors: Audio Equipment, Educational Games, Assistive Technology, Visual Impairments
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Kim, Heesung; Ke, Fengfeng – Interactive Learning Environments, 2017
This experimental study was intended to examine whether the integration of game characteristics in the OpenSimulator-supported virtual reality (VR) learning environment can improve mathematical achievement for elementary school students. In this pre- and posttest experimental comparison study, data were collected from 132 fourth graders through an…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
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Cheung, Sum Kwing; McBride, Catherine – Early Education and Development, 2017
Research Findings: In Study 1, we observed 32 Chinese kindergarteners playing a number board game with their caregivers in dyads. Number board game playing provided important opportunities for kindergarteners and their caregivers to talk about an array of number concepts, but their numeracy-related exchanges rarely went beyond counting. In Study…
Descriptors: Foreign Countries, Young Children, Play, Games
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Salehi, Hadi – International Journal of Learning and Change, 2017
This study aims to investigate whether there is any benefit in using IVGs among the Iranian pre-intermediate EFL learners or not. Therefore, 60 EFL learners from Padideh Derakhshan Institute in Sahinshahr, Isfahan, Iran were chosen as the sample. First, a test of novelty was administered at the early stage to ensure the novelty of to-be-instructed…
Descriptors: Teaching Methods, Video Games, Second Language Learning, Second Language Instruction
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Ellahi, Abida; Zaka, Bilal; Sultan, Fahd – Educational Technology & Society, 2017
This paper documents how the adoption of digital games by academia reshapes the current worldview by bringing the potential answers for all learning issues. The central objective of this study is to investigate the extent to which digital games can impact learning effectiveness, and to what extent these games can be used as supplementary elements…
Descriptors: Foreign Countries, Business Administration Education, Computer Games, Technology Uses in Education
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Corzo, Josefina Quintero; Castañeda, Yeisson Soto – International Education Studies, 2017
This is a case study report arising from a series of daily observations of the students' behavior made in a primary public school located near to the capital city, Manizales-Colombia, where it was possible to notice the difficulties students had in order to coexist due to the lack of respect with their classmates, in group activities or actually…
Descriptors: Foreign Countries, Elementary School Students, Public Schools, Prosocial Behavior
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Bruni, Coral M.; Winter, Patricia L.; Schultz, P. Wesley; Omoto, Allen M.; Tabanico, Jennifer J. – Environmental Education Research, 2017
People in industrialized countries may be losing their connection with nature. The Get to Know Program (Get to Know) is a multi-faceted program aimed at encouraging direct connection with nature through a variety of activities (observations of wildlife, hiking, creative arts, and special events), specifically among youth. Three studies assessed…
Descriptors: Program Effectiveness, Natural Resources, Outdoor Education, Youth Programs
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Kallunki, Veera; Karppinen, Seija; Komulainen, Kauko – Journal of Education for Teaching: International Research and Pedagogy, 2017
This article examines a physics course for pre-service primary teachers in which physics, crafts and drama were taught together by connecting the standpoints of crafts and drama. The study was carried out by three university educators from these disciplines during an advanced optional course for student-teachers at the University of Helsinki in…
Descriptors: Foreign Countries, Preservice Teacher Education, Preservice Teachers, Student Teachers
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Boyraz, Celal; Serin, Gökhan – Universal Journal of Educational Research, 2017
The purpose of this study was to examine the effect of science instruction given through the game and physical activities course in accordance with interdisciplinary teaching approaches on students' science achievement and retention. The participants were 82 third grade students from a public elementary school. Three classes were chosen as…
Descriptors: Teaching Methods, Science Instruction, Educational Games, Physical Activities
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Rose, Simon P.; Habgood, M. P. Jacob; Jay, Tim – Electronic Journal of e-Learning, 2017
Programming tools are being used in education to teach computer science to children as young as 5 years old. This research aims to explore young children's approaches to programming in two tools with contrasting programming interfaces, ScratchJr and Lightbot, and considers the impact of programming approaches on developing computational thinking.…
Descriptors: Young Children, Computer Science Education, Programming, Educational Games
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Thomas, Antonio Lamar – Turkish Online Journal of Educational Technology - TOJET, 2017
The relatively little amount of time that some college students spend reading their textbooks outside of the classroom presents a significant threat to their academic success. Using Prenksy's (2001) digital game-based learning (DGBL) principles and Astin's student involvement theory as frameworks, the purpose of this true experiment was to…
Descriptors: Textbooks, Electronic Publishing, Textbook Content, Two Year College Students
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Durall, Eva; Leinonen, Teemu; Gros, Begoña; Rodriguez-Kaarto, Tania – Designs for Learning, 2017
The increasing availability of self-monitoring technologies has created opportunities for gaining ­awareness about one's own behavior and reflecting on it. In teaching and learning, there is interest in using ­self-monitoring technologies, but very few studies have explored the possibilities. In this paper, we present a design study that…
Descriptors: Diagnostic Tests, Metacognition, Teacher Behavior, Scripts
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Jong, Morris Siu-Yung; Chan, Tom; Tam, Vincent; Hue, Ming-Tak – International Association for Development of the Information Society, 2017
Gamification is a strategy of using game mechanics and experience design to digitally engage people to achieve intended goals in non-game contexts. There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance current learning and teaching practices in school education. This paper…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
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Alphin, Henry C., Jr., Ed.; Lavine, Jennie, Ed.; Chan, Roy Y., Ed. – IGI Global, 2017
Education is the foundation to almost all successful lives. It is vital that learning opportunities are available on a global scale, regardless of individual disabilities or differences, and to create more inclusive educational practices. "Disability and Equity in Higher Education Accessibility" is a comprehensive reference source for…
Descriptors: Disabilities, Higher Education, Pervasive Developmental Disorders, Autism
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