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Naresh, Nirmala; Royce, Bridget – Mathematics Teaching in the Middle School, 2013
The game of Plinko offers students an exciting real-world example of the applications of probability and data analysis. The Common Core State Standards for Mathematics (CCSSI 2010) and the Guidelines for Assessment in Statistics Education (GAISE) (Franklin et al. 2007) suggest that students in grades 6-8 be given ample opportunities to engage in…
Descriptors: Mathematics Instruction, Probability, Data Analysis, Educational Games
Ben-Sasson, Ayelet; Lamash, Liron; Gal, Eynat – Autism: The International Journal of Research and Practice, 2013
The goal of this study was to examine whether a technological touch activated Collaborative Puzzle Game (CPG) increased positive social behaviors in children with high functioning autism spectrum disorder (HFASD). The CPG involved construction of a virtual puzzle by selecting and dragging pieces into the solution area on a touch screen table. The…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Competence, Cooperation
Rabinowitch, Tal-Chen; Cross, Ian; Burnard, Pamela – Psychology of Music, 2013
Musical group interaction (MGI) is a complex social setting requiring certain cognitive skills that may also elicit shared psychological states. We argue that many MGI-specific features may also be important for emotional empathy, the ability to experience another person's emotional state. We thus hypothesized that long-term repeated participation…
Descriptors: Music Activities, Interaction, Emotional Development, Children
Reiter, Harold B.; Thornton, John; Vennebush, G. Patrick – Mathematics Teacher, 2013
KenKen® is the new Sudoku. Like Sudoku, KenKen requires extensive use of logical reasoning. Unlike Sudoku, KenKen requires significant reasoning with numbers and operations and helps develop number sense. The creator of KenKen puzzles, Tetsuya Miyamoto, believed that "if you give children good learning materials, they will think and learn and…
Descriptors: Mathematics Instruction, Mathematical Logic, Number Concepts, Mathematics Skills
Dennis, Alan R.; Bhagwatwar, Akshay; Minas, Randall K. – Journal of Information Systems Education, 2013
The importance of testing, especially certification and high-stakes testing, has increased substantially over the past decade. Building on the "serious gaming" literature and the psychology "priming" literature, we developed a computer game designed to improve test-taking performance using psychological priming. The game primed…
Descriptors: Computer Games, Student Motivation, Test Wiseness, Academic Achievement
Stansbury, Jessica A.; Munro, Geoffrey D. – Teaching of Psychology, 2013
This study tested the effectiveness of video game use for instruction of factorial designs in a research methods course. Students designed and conducted a mini study, playing "Dance, Dance, Revolution", using video game scores as the dependent variable. A mixed-design analysis of variance revealed a significantly greater increase from pretest to…
Descriptors: Video Games, Research Methodology, Courses, Psychology
Agbuga, Bulent; Xiang, Ping; McBride, Ron – European Physical Education Review, 2013
Though considerable research on student attitudes has been conducted in physical education, little information exists concerning student attitudes toward after-school physical activity programmes. This study assessed students' attitudes toward their after-school physical activity programme located in southwest Texas, USA. Participants included 158…
Descriptors: Physical Activities, Student Attitudes, Positive Attitudes, Extracurricular Activities
Kamali, Khosrow; Yoosefi Looyeh, Majid – Intervention in School and Clinic, 2013
This article describes a group narrative intervention for improving the behavior of 8- to 11-year-old children with attention-deficit/hyperactivity disorder at home and school. (Contains 2 tables and 1 note.)
Descriptors: Child Behavior, Behavior Modification, Attention Deficit Hyperactivity Disorder, Behavior Problems
Goldin, Andrea Paula; Calero, Cecilia Ines; Pena, Marcela; Ribeiro, Sidarta; Sigman, Mariano – Mind, Brain, and Education, 2013
In March 2012, 30 faculty and 49 students from all over the world met in El Calafate, Argentina, during two intense weeks. It was the second Latin American School for Education, Cognitive, and Neural Sciences (LASchool), sponsored by the James S. McDonnell Foundation. The LA School seeks to critically examine research findings potentially relevant…
Descriptors: Neurosciences, Play, Young Children, Preschool Education
Tzuo, Pei-Wen; Chen, Der-Thanq; Chen, Vivian Hsueh-Hua – Asia-Pacific Education Researcher, 2013
The paper intends to develop a student-centered and school-based method to incorporate computer game play (GP) and game design (GD) activities into school by discovering students' views about why and how to incorporate. The paper first critiques the current GP and GD activities, which are designer-centric on a touch-and-go basis, falling short of…
Descriptors: Computer Games, Teaching Methods, Foreign Countries, Criticism
Tuapawa, Kimberley N. – International Association for Development of the Information Society, 2013
This is a review of the literature surrounding five popular media-rich educational online technologies (EOTs) currently being used by educationalists to support blended learning within tertiary environments. This review considers the following EOTs: 1) connective media, 2) interactive gaming, 3) virtual worlds, 4) web conferencing and 5) learning…
Descriptors: Educational Technology, Higher Education, Literature Reviews, Online Courses
Burke, Anne, Ed.; Marsh, Jackie, Ed. – Peter Lang Publishing Group, 2013
As children's digital lives become more relevant to schools and educators, the question of play and learning is being revisited in new and interesting ways. "Children's Virtual Play Worlds: Culture, Learning, and Participation" provides a more reasoned account of children's play engagements in virtual worlds through a number of scholarly…
Descriptors: Children, Play, Teaching Methods, Simulated Environment
Jackson, G. Tanner; Varner, Laura K.; Boonthum-Denecke, Chutima; McNamara, Danielle S. – Grantee Submission, 2013
Educational games have the potential to provide motivating, effective training; however, the efficacy of these systems is unclear, and evaluations often fail to identify the relative impact of individual differences on learning outcomes. The current study aims to address these issues by comparing the learning gains from an educational game…
Descriptors: Educational Games, Intelligent Tutoring Systems, Program Effectiveness, High School Students
Grabowski, Dan – Health Education Journal, 2013
Objective: To analyse the interrelated processes of identity, participation and knowledge in the context of the health educational Lifecalculator computer game. The analysis focuses on if and how this school-based health promotion initiative communicated relevant health knowledge to adolescents. Further development of the concept of health…
Descriptors: Health Promotion, Foreign Countries, Public Schools, Computer Games
Godfrey, Connie J.; Stone, Jamalee – Teaching Children Mathematics, 2013
Math games can be powerful tools in helping students achieve automaticity in basic addition and related subtraction facts if both teachers and students use them purposefully. According to the National Council of Teachers of Mathematics (NCTM 2000), developing a solid mathematical foundation is essential for every child in prekindergarten through…
Descriptors: Mathematics Instruction, Mathematics Skills, Educational Games, Arithmetic

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