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Tzuo, Pei-Wen; Ling, Jennifer Isabelle Ong Pei; Yang, Chien-Hui; Chen, Vivian Hsueh-Hua – Educational Research and Reviews, 2012
At present, methods for the optimal use of two approaches to computer game-based learning in school to enhance students' learning, namely, computer game play and game design, are obscure because past research has been devoted more to designing rather than evaluating the implementation of these approaches in school. In addition, most studies…
Descriptors: Teaching Methods, Curriculum Development, Interaction, Computer Software
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Pearson, Quinn M.; Townsend, Karen M. – Journal of Creativity in Mental Health, 2012
"Psych-Out" is a team-based game designed to motivate graduate counseling students to study diagnostic symptoms and related interventions associated with reading assignments. At least 83% of students agreed or strongly agreed that the game contributed to their enjoyment of the class, increased their motivation to study for class, and contributed…
Descriptors: Student Evaluation, Course Content, Reading Assignments, Counselor Training
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Bogers, Marcel; Sproedt, Henrik – Journal of Teaching in International Business, 2012
This article explores how playing games can be used to teach intangible social interaction across boundaries, in particular within open collaborative innovation. We present an exploratory case study of how students learned from playing a board game in a graduate course of the international and interdisciplinary Innovation and Business master's…
Descriptors: Business Education, Innovation, Interpersonal Relationship, Interdisciplinary Approach
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Buss, Aaron T.; Spencer, John P. – Journal of Experimental Child Psychology, 2012
The Dimensional Change Card Sort (DCCS) task requires children to switch from sorting cards based on shape or color to sorting based on the other dimension. Typically, 3-year-olds perseverate, whereas 4-year-olds flexibly sort by different dimensions. Zelazo and colleagues (1996, Cognitive Development, 11, 37-63) asked children questions about the…
Descriptors: Cues, Games, Behavior Standards, Cognitive Development
Brandy Marie Hunt – ProQuest LLC, 2012
The Good Behavior Game (GBG) has been widely supported as an effective intervention to alter a variety of target behaviors, in various settings, with varying age groups; however, there are areas warranting further investigation. Prior to the present study, no study has examined the GBG's effectiveness in decreasing disruptive behaviors while…
Descriptors: Intervention, Behavior Modification, Behavior Problems, Preschool Children
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Lacasa, Pilar; García-Pernía, María-Ruth; Núñez, Patricia – Journal of Education and Training Studies, 2014
The main goal of this paper is to analyze adolescents' experiences when they play SimCity (EA, 2008), a commercial videogame, in an innovative learning environment designed around the concept of participatory culture. By using this video game in the classroom and machinima productions created in relation to the game, we sought to generate a…
Descriptors: Adolescents, Educational Technology, Video Games, Technology Uses in Education
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Skarr, Adam; Zielinski, Katie; Ruwe, Kellen; Sharp, Hannah; Williams, Randy L.; McLaughlin, T. F. – Education and Treatment of Children, 2014
The purpose of this study was to determine if a typical third-grade boy and fifth-grade girl and a boy with learning disabilities could benefit from the combined use of Direct Instruction (DI) flashcard and math racetrack procedures in an after-school program. The dependent variable was accuracy and fluency of saying basic multiplication facts. A…
Descriptors: Grade 3, Grade 5, Learning Disabilities, Direct Instruction
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Jere-Folotiya, Jacqueline; Chansa-Kabali, Tamara; Munachaka, Jonathan C.; Sampa, Francis; Yalukanda, Christopher; Westerholm, Jari; Richardson, Ulla; Serpell, Robert; Lyytinen, Heikki – Educational Technology Research and Development, 2014
This intervention study was conducted to document conditions under which a computer based literacy game (GraphoGame™) could enhance literacy skills of first grade students in an African city. The participants were first grade students from Government schools (N = 573). These students were randomly sampled into control (N = 314) and various…
Descriptors: Foreign Countries, Grade 1, Elementary School Students, Control Groups
Project Tomorrow, 2014
The Speak Up National Research Project annually polls K-12 students, parents and educators about the role of technology for learning in and out of school. With this year's national report on the views of 325,279 K-12 students representing over 9,000 schools and 2,700 districts nationwide, the focus is on getting beyond the anecdotally-driven…
Descriptors: Electronic Learning, Elementary School Students, Secondary School Students, Computer Uses in Education
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V. – New Media Consortium, 2014
The "2014 NMC Technology Outlook for Australian Tertiary Education: A Horizon Project Regional Report" reflects a collaborative research effort between the New Media Consortium (NMC) and Open Universities Australia to help inform Australian education leaders about significant developments in technologies supporting teaching, learning,…
Descriptors: Foreign Countries, Postsecondary Education, Technology Uses in Education, Educational Technology
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Julie C. Parker; Angel Herring; Jeffrey Leffler; Cappe Hallberg – Journal of Human Sciences & Extension, 2014
Research suggests that young children with disabilities often fall victim to bullying because of a lack of social competence and social skills necessary for consistent engagement with peers. This article focuses on a comprehensive approach to classroom management and offers important strategies for a multi-level positive behavioral support plan.…
Descriptors: Bullying, Young Children, Peer Relationship, Students with Disabilities
Vendlinski, Terry P.; Delacruz, Girlie C.; Buschang, Rebecca E.; Chung, Gregory K. W. K.; Baker, Eva L. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2010
The evaluation of educational interventions requires assessments that consistently (reliably) produce data from which accurate (valid) inferences about the test subjects can be made for some stated purpose. Despite codified definitions of all these terms, there remains vibrant debate about the assessment design process and how measures of…
Descriptors: Learning Theories, Student Evaluation, Educational Research, Video Games
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Charoenying, Timothy – Journal of Educational Computing Research, 2010
Game-based classroom activity is intended to leverage students' interest and motivation to play, and to provide safe contexts for supporting students' academic learning. However, a basic criticism of many games currently used in classroom settings is that they can fail to meaningfully embody academic content. A more subtle concern is that…
Descriptors: Student Interests, Mathematics Instruction, Classroom Environment, Games
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Bluemink, Johanna; Hamalainen, Raija; Manninen, Tony; Jarvela, Sanna – Interactive Learning Environments, 2010
In this study, the aim was to examine how small-group collaboration is shaped by individuals interacting in a virtual multiplayer game. The data were collected from a design experiment in which six randomly divided groups of four university students played a voice-enhanced game lasting about 1 h. The "eScape" game was a social action adventure…
Descriptors: Social Action, Prior Learning, Discourse Analysis, Interpersonal Relationship
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Susina, Jan – American Journal of Play, 2010
Mathematician Charles Dodgson's love of play and his need for rules came together in his use of popular games as part of the structure of the two famous children's books, "Alice in Wonderland" and "Through the Looking-Glass," he wrote under the pseudonym Lewis Carroll. The author of this article looks at the interplay between…
Descriptors: Play, Books, Novels, Games
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