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King, Elizabeth M. – Theory Into Practice, 2015
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
Descriptors: Role Playing, After School Programs, Program Design, Males
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Jung, Sunhwa; Sainato, Diane M. – Journal of Intellectual & Developmental Disability, 2015
Background: Children with autism spectrum disorder (ASD) may exhibit delayed play skills or repetitive play and have difficulty engaging in spontaneous play with peers. Method: A multiple-probe design across participants was used to investigate the effectiveness of a video modelling intervention and the use of children's special interests on their…
Descriptors: Instruction, Teaching Methods, Educational Games, Young Children
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Ahamer, Gilbert – International Journal of Information and Learning Technology, 2015
Purpose: The purpose of this paper is to explore how learning technology could be applied to the development of educational tools for global climate change. The task to be performed in an informed dialogue is to assess the causes and drivers for global climate change and to produce an improved basis of scientific understanding for the…
Descriptors: Student Attitudes, Theories, Climate, Energy
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De Wilde, Vanessa; Eyckmans, June – Studies in Second Language Learning and Teaching, 2017
In this paper the incidental language acquisition of 11-year-old Flemish children (n = 30) who have not received any formal English instruction is investigated. The study looks into children's English proficiency and the learner characteristics that can be associated with it. In order to measure the children's English proficiency, a receptive…
Descriptors: Second Language Learning, English (Second Language), Linguistic Input, Native Language
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Small, Meg L.; Waterman, Emily; Lender, Taylor – Journal of College Student Development, 2017
To increase student engagement, many universities are adopting high-impact educational practices that include study abroad opportunities, faculty mentoring, internships, service learning, challenging coursework, and research experiences; these institutions are also intentionally promoting high-impact cocurricular activities such as community…
Descriptors: Learner Engagement, Time Management, College Freshmen, Predictor Variables
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Vander Heyden, Karin M.; Huizinga, Mariette; Jolles, Jelle – Developmental Psychology, 2017
Children practice their spatial skills when playing with spatial toys, such as construction materials, board games, and puzzles. Sex and SES differences are observed in the engagement in such spatial play activities at home, which relate to individual differences in spatial performance. The current study investigated the effects of explicitly…
Descriptors: Intervention, Play, Games, Puzzles
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Panconesi, Gianni, Ed.; Guida, Maria, Ed. – IGI Global, 2017
Modern technology has enhanced many aspects of life, including classroom education. By offering virtual learning experiences, educational systems can become more efficient and effective at teaching the student population. The "Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments" highlights program…
Descriptors: Guides, Teacher Collaboration, Virtual Classrooms, Cooperative Learning
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Chuang, Tsung-Yen; Kuo, Ming-Shiou – Educational Technology & Society, 2016
Children with Sensory Integration Dysfunction (SID, also known as Sensory Processing Disorder, SPD) are also learners with disabilities with regard to responding adequately to the demands made by a learning environment. With problems of organizing and processing the sensation information coming from body modalities, children with SID (CwSID)…
Descriptors: Sensory Integration, Learning Disabilities, Human Body, Productivity
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Hartman, Kelsey; Gresham, Frank – Journal of Applied School Psychology, 2016
Disruptive behavior in the classroom negatively affects all students' academic engagement, achievement, and behavior. Group contingencies have been proven effective in reducing disruptive behavior as part of behavior interventions in the classroom. The Good Behavior Game is a Tier 1 classwide intervention that utilizes an interdependent group…
Descriptors: Student Behavior, Behavior Problems, Intervention, Behavior Modification
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Rajotte, Thomas; Marcotte, Christine; Bureau-Levasseur, Lisa – Universal Journal of Educational Research, 2016
In recent decades, the dropout rate in Abitibi-Témiscamingue is a worrying phenomenon. An analysis of ministerial examination results identifies that students in Abitibi-Témiscamingue have specific difficulties with mathematical problem solving tasks. Among the activities that develop those skills, the daily routines in mathematics seem to be a…
Descriptors: Foreign Countries, Dropout Rate, Mathematics Skills, Mathematics Instruction
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Miller, Ann Neville; Nalugya, Evangeline; Gabolya, Charles; Lagot, Sarah; Mulwanya, Richard; Kiva, Joseph; Nabasaaka, Grace; Chibita, Monica – Sex Education: Sexuality, Society and Learning, 2016
Although mounting evidence in Western nations indicates that entertainment media influence young people's sexual socialisation, virtually no research has addressed the topic in sub-Saharan Africa. The present study employed 14 focus groups of Ugandan high school students to identify media through which they were exposed to sexual content, how they…
Descriptors: Foreign Countries, Adolescents, Popular Culture, Leisure Time
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Filella, G.; Cabello, E.; Pérez-Escoda, N.; Ros-Morente, A. – Electronic Journal of Research in Educational Psychology, 2016
Introduction: Coexistence in schools inevitably implies conflicts among peers, which can have a negative impact in both the students' well-being and their academic achievement. In this sense, the main objective of the present article is to introduce and describe the evaluation of the Training Program in Emotional Management Happy 8-12. This…
Descriptors: Conflict Resolution, Peer Relationship, Affective Measures, Grade 5
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McMahon, Kibby; Ruggeri, Azzurra; Kämmer, Juliane E.; Katsikopoulos, Konstantinos V. – Creativity Research Journal, 2016
Brainstorming research has claimed that individuals are more creative than groups. However, these conclusions are largely based on measuring creativity by the number of ideas generated, and researchers have tended to neglect other important components of creativity, such as the quality of developed ideas. These studies aim to address this gap in…
Descriptors: Foreign Countries, Concept Formation, Brainstorming, Creativity
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Min, Wookhee; Wiggins, Joseph B.; Pezzullo, Lydia G.; Vail, Alexandria K.; Boyer, Kristy Elizabeth; Mott, Bradford W.; Frankosky, Megan H.; Wiebe, Eric N.; Lester, James C. – International Educational Data Mining Society, 2016
Recent years have seen a growing interest in intelligent game-based learning environments featuring virtual agents. A key challenge posed by incorporating virtual agents in game-based learning environments is dynamically determining the dialogue moves they should make in order to best support students' problem solving. This paper presents a…
Descriptors: Prediction, Models, Intelligent Tutoring Systems, Computer Simulation
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Black, Rebecca W.; Reich, Stephanie M. – International Journal of Game-Based Learning, 2011
In recent years there has been a marked increase in the number of virtual worlds aimed at populations between the ages of 6 to14 years. This article examines the content and design of one such site, Webkinz World, as a sociocultural context for informal learning. Focusing on the design and activities of this site sheds light on the ways in which…
Descriptors: Affordances, Barriers, Scaffolding (Teaching Technique), Educational Games
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