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Selçuk Dogan; Mete Akcaoglu – Teacher Education Quarterly, 2024
Learning computer science (CS) is increasingly becoming a necessary component of K-12 education, but in most cases, teachers do not have either the essential knowledge to teach or a curriculum to follow. In this article, we analyze the outcomes from a yearlong, blended professional development (PD) program to teach teachers game design and coding…
Descriptors: Disproportionate Representation, Blended Learning, Professional Development, Computer Science
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Kenneth Pettersen; Christian Ehret – Journal of Literacy Research, 2024
Today, digital media technologies are ubiquitous and mundane, making the relationship between digital and analog messy and porous. This postdigital condition prompts new analyses of how young children's local encounters with digital media technologies unfold, and how their relationships with digital media technologies carry on after they leave…
Descriptors: Digital Literacy, Friendship, Social Development, Foreign Countries
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Eleni Dermentzi – Journal of Computer Assisted Learning, 2024
Background: Degree apprenticeships (DA) help employees gain new knowledge and skills by allowing them to study towards a university degree while working full time. For these programmes to be effective, the learning design should be adapted to the needs of these students, who are goal oriented (i.e. they want to gain only knowledge that can be…
Descriptors: Foreign Countries, Apprenticeships, Game Based Learning, Flipped Classroom
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Nicole M. McKevett; Robin S. Codding; Kristin R. Running – Remedial and Special Education, 2024
Preschool students' mastery of early numeracy skills is important, so they enter kindergarten with the necessary prerequisite skills, which are predictive of achievement in later elementary grades. The purpose of this study was to examine the effects of a concrete-representational-abstract (CRA) instructional package on the foundational early…
Descriptors: Preschool Education, Numeracy, Mathematics Skills, Program Effectiveness
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Madison Predy; Valerie Carson – Early Childhood Education Journal, 2024
Increasing amounts of screen time among young children has become a growing concern. Childcare centres maybe one important setting to intervene. This study aimed to examine the prevalence of screen time and screen time policies within childcare centres as well as the association between these policies and screen time among toddlers (19-35 months)…
Descriptors: Child Care Centers, Foreign Countries, Television Viewing, Recreational Activities
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Maria Impedovo; Anne-Marie Cederqvist – Research in Science & Technological Education, 2024
Background: There is a growing interest in the complexity of socio-materiality-making activities in educational and everyday settings. Indeed, maker-centered learning is considered as a socio-materially embodied process in which artifacts and social and emotional dimensions are interconnected. The making process is also found in everyday life when…
Descriptors: Shared Resources and Services, STEM Education, Sustainable Development, Learning Activities
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Matthieu Branthôme – ACM Transactions on Computing Education, 2024
This article reports on a design-based research study centered on the conception and the assessment of the "Pyrates" application. This online serious game aims at introducing Python programming to K-12 students while easing the transition from block-based to text-based languages. After we present the various aspects underlying the…
Descriptors: Educational Games, Programming, Elementary Secondary Education, Programming Languages
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Nadi Suprapto; Iqbal Ainur Rizki; Hanandita Veda Saphira; Yusril Alfarizy; Shafna Nor Jannah – Journal of Turkish Science Education, 2024
Ojhung is one of the indigenous Indonesian cultures from Sumenep Regency which contains relevant science concepts to be applied in science learning. Therefore, this research aimed to identify and explore the concepts of science contained in the Ojhung tradition while evaluating their relevance to the "Merdeka" or national curriculum.…
Descriptors: Foreign Countries, Indigenous Populations, Indigenous Knowledge, Science Instruction
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A. Berrizbeitia – PRIMUS, 2024
Escape the Math Room is a fun, interactive, sequence of puzzles designed to encourage mathematical collaboration, team work, and ingenuity. Using advanced mathematical topics in an accessible way, Escape the Math Room appropriately challenges students ranging from high school to advanced undergraduate. The activity can be adjusted by adding or…
Descriptors: Puzzles, Mathematics Instruction, Cooperative Learning, Teamwork
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Chun-Yen Tsai; Yun-An Chen; Fu-Pei Hsieh; Min-Hsiung Chuang; Chien-Liang Lin – Journal of Educational Computing Research, 2024
In higher education, it is challenging to cultivate non-computer science majors' programming concepts. This study used the GAME model (gamification, assessment, modeling, and enquiry) in a programming education course to enhance undergraduates' self-efficacy and performance of basic programming concepts. There were 83 undergraduates taking part in…
Descriptors: Programming, Undergraduate Students, Self Efficacy, Gamification
Alicia Aiken – ProQuest LLC, 2024
The purpose of this study is to investigate the challenges students face in academic writing as well as explore the possible causes of their writing challenges which could be based on their socio-cultural background. The primary research design is a hermeneutical phenomenological study which describes and interprets lived experience. There are…
Descriptors: Hermeneutics, Phenomenology, Sociocultural Patterns, Cultural Background
Sara Pulido Bracht – ProQuest LLC, 2024
The purpose of this intrinsic qualitative case study was to understand the meaning-making experiences and experienced-based decision making that occur among middle school girls while playing the tabletop role playing game Dungeons & Dragons through the online videoconferencing platform zoom. table-top games have been played in some form for…
Descriptors: Middle School Students, Grade 8, Females, Role Playing
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Semih Cayak; Ozge Erduran-Tekin – Journal of Education in Science, Environment and Health, 2024
The purpose of this research is to examine the relationship between primary school students' school happiness and digital game addictions. The study group of this research, which was designed in the relational survey model, consists of 204 fourth-grade primary school students studying in the Pendik district of Istanbul. In the research, the…
Descriptors: Elementary School Students, Psychological Patterns, Addictive Behavior, Video Games
Samuel Mischa Chun – ProQuest LLC, 2024
Although there is a large body of research on the effects of unstructured group therapy among college students, there is inconclusive research on how implementing tabletop roleplaying games (TTRPGs) as a structured activity affects group cohesion for therapy groups made up of college students. Participants were adult, full-time university students…
Descriptors: Role Playing, Games, School Counseling, Social Support Groups
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Fang, Menglin; Tapalova, Olga; Zhiyenbayeva, Nadezhda; Kozlovskaya, Svetlana – Education and Information Technologies, 2022
Digital gaming has become a regular part of life for today's pre-schoolers. Hence, there is a need to look at the integration of digital technology into the preschool education. The present study aims to examine the effect digital games have on children's behaviour and their social competence if played to reach an educational purpose (supervised…
Descriptors: Computer Games, Interpersonal Competence, Preschool Children, Foreign Countries
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