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Anis, Siti Khadijah; Masek, Alias; Nurtanto, Muhammad; Kholifah, Nur – International Journal of Evaluation and Research in Education, 2022
Non-digital games are a tool that can help children to build and improve problem solving skills in early mathematics learning. Teachers need to design a learning activity using non-digital games taken account problem solving skills in the learning activities. However, the application of problemsolving skills in early mathematics learning…
Descriptors: Methods, Teaching Methods, Problem Solving, Mathematics Instruction
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Li, Lan – Journal of the Scholarship of Teaching and Learning, 2020
Game-based learning has become increasingly popular in recent years and has drawn an increasing level of attention in education. While the preliminary findings of educational gaming impact are quite promising, the current dilemma is the disconnect between what is available on the market and what is needed in the classroom. There has been an…
Descriptors: Computer Simulation, Electronic Learning, Web Based Instruction, Game Based Learning
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Quy, Pham Huynh Phu – English Teaching Forum, 2019
The author presents strategies for successful team-bonding games along with descriptions of games and suggestions for building a collaborative atmosphere before, during, and after the games.
Descriptors: Cooperative Learning, Educational Games, Teaching Methods, Second Language Learning
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Clark, Douglas B.; Sengupta, Pratim – Interactive Learning Environments, 2020
This paper situates a critical review of studies that we have conducted within the broader research literature to analyze the affordances of integrating modeling within disciplinarily-integrated games from computational thinking and science as practice perspectives. Across the studies, the analyses pursue two themes: (a) the role of agent-based…
Descriptors: Game Based Learning, Thinking Skills, Computer Games, Science Education
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Donaldson, Jeanne M.; Matter, Ashley L.; Wiskow, Katie M. – Journal of Applied Behavior Analysis, 2018
The Good Behavior Game (GBG) is a classwide group contingency shown to reduce disruptive student behavior. We examined the feasibility of training young students to lead the GBG in one first-grade and three kindergarten classes. We also examined teacher preference for teacher-led GBG, student-led GBG, or no GBG using a concurrent chains procedure.…
Descriptors: Preferences, Feasibility Studies, Positive Behavior Supports, Student Behavior
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Smith, Hannah; Closser, Avery H.; Ottmar, Erin; Arroyo, Ivon – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2020
The Game Play and Design Framework is a project-based instructional method to engage teachers and students with mathematics content by utilizing technology as a vehicle for game play and creation. In the authors' prior work, they created a technology tool and game editing platform, the Wearable Learning Cloud Platform (WLCP), which enables…
Descriptors: Computation, Mathematics Instruction, Mathematics Skills, Knowledge Level
Snow, Erica L.; Allen, Laura K.; Jacovina, Matthew E.; McNamara, Danielle S. – Grantee Submission, 2015
When students exhibit control and employ a strategic plan of action over a situation they are said to be demonstrating agency (Bandura, 2001). The current work is comprised of two studies designed to investigate how agency manifests within students' choice patterns and ultimately influences self-explanation quality within the game-based system…
Descriptors: Performance, Decision Making, Video Games, Educational Games
Graesser, Arthur; Li, Haiying; Forsyth, Carol – Grantee Submission, 2014
Learning is facilitated by conversational interactions both with human tutors and with computer agents that simulate human tutoring and ideal pedagogical strategies. In this article, we describe some intelligent tutoring systems (e.g., AutoTutor) in which agents interact with students in natural language while being sensitive to their cognitive…
Descriptors: Intelligent Tutoring Systems, Teaching Methods, Computer Simulation, Dialogs (Language)
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Berger, Richard; McDougall, Julian – Literacy, 2013
This article presents the outcomes of research, funded by the Arts and Humanities Research Council in England and informed by work in the fields of new literacy research, gaming studies and the socio-cultural framing of education, for which the videogame "L. A. Noire" was studied within the orthodox framing of the English literature…
Descriptors: Video Games, English Literature, Secondary School Students, Undergraduate Students
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Prensky, Marc – British Journal of Educational Technology, 2008
In the companion article, "Spirit of the Game: Empowering Students as Designers in Schools?", author Cher Ping Lim puts forth strong arguments supporting the creation and use of curricular, educational games in our schools and education. His essay ends with the question "Can students build such games?" This paper responds to this question and…
Descriptors: Educational Games, Computers, Student Role, Curriculum Development
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Gareau, Stephen; Guo, Ruth – International Journal for the Scholarship of Teaching and Learning, 2009
This study examined the role of games in graduate-level instructional technology courses, where the curriculum includes complex abstract theory and hands-on, practical skills. A qualitative approach was used in the study, relying on classroom observations of student behavior (recorded by digital photographs), informal student verbal comments,…
Descriptors: Educational Games, Graduate Students, Educational Technology, Qualitative Research
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games