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No Child Left Behind Act 20011
Showing 121 to 135 of 339 results Save | Export
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Carey, Alexis; Povey, Rachel; Taylor, Jennifer – Preventing School Failure, 2023
Early school leaving (ESL) is considered a significant societal issue globally due to the negative effect on young people's health, affect, and quality of life. Continued absenteeism is a risk factor for ESL. This study aimed to explore Irish children's health and wellbeing experiences during school closures due to the COVID-19 pandemic. These…
Descriptors: Foreign Countries, Elementary School Students, COVID-19, Pandemics
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Liu, Helen – Journal of Media Literacy Education, 2020
This study investigated adolescents' perception and attitudes towards gender representation in video game covers, and the degree to which these depictions may influence their notions on gender and identification. Seventeen participants ranging from ages 12 and 13 participated in semi-structured interviews to explore this topic. This study's…
Descriptors: Student Attitudes, Gender Differences, Gender Issues, Video Games
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Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
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Chacón-Cuberos, Ramón; Zurita-Ortega, Félix; Ubago-Jiménez, José Luis; González-Valero, Gabriel; Castro-Sánchez, Manuel – SAGE Open, 2019
This research study aims at contrasting a structural model of the associations between the alcohol consumption, tobacco dependence, and the problematic use of video games with motivational climate toward sport depending on the category of sports practiced in a sample of Physical Education university students. The sample consisted of 775 university…
Descriptors: Addictive Behavior, College Students, Drinking, Smoking
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Czauderna, André; Guardiola, Emmanuel – Electronic Journal of e-Learning, 2019
The field of game design for educational content lacks a focus on methodologies that merge gameplay and learning. Existing methodologies typically fall short in three ways: they neglect the unfolding of gameplay through players' actions over a short period of time as a significant unit of analysis; they lack a common consideration of game and…
Descriptors: Educational Games, Instructional Design, Literacy, Refugees
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Ekinci, Nurullah Emir; Yalcin, Ilimdar; Ayhan, Cihan – World Journal of Education, 2019
The aim of this study was to examine the loneliness levels of students at the middle school level and their digital game addictions in terms of various variables. The study group consisted of 404 volunteer students in 5th-8th grade in Kutahya, Turkey. As data collection tools, "Digital Game Addiction Scale", developed by Lemmens et al.…
Descriptors: Psychological Patterns, Middle School Students, Foreign Countries, Computer Games
Lesser, Andrew John – ProQuest LLC, 2019
Game-based learning, or the process of adapting an educational concept into a game-based structure, has been studied by researchers for nearly a century. Over the last several decades, new technologies have allowed digital media to create a multibillion-dollar entertainment industry commonly known as video games. Video games have become a tool for…
Descriptors: Video Games, Music Education, Technology Uses in Education, Game Based Learning
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Monteiro, Marta; Ricard, Richard J.; Ratanavivan, Wannigar – Journal of Research in Childhood Education, 2022
This pilot study explored the impact of an eight-session attentional skills training (AST) program for elementary-age school children. Twenty-four students, 3rd through 6th grade, participated in guidance sessions involving exposure to mindfulness exercises and video gaming activities designed to challenge visual attention, memory, and…
Descriptors: Metacognition, Video Games, Elementary School Students, Pilot Projects
Al-Jarf, Reima – Online Submission, 2022
In Saudi Arabia, English is taught starting from kindergarten at National Public and Private Schools. At International schools, English is the medium of instruction. This study aims to explore how parents promote children's language development, their evaluation of their children's proficiency level, which language the children use in…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Language of Instruction
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Hébert, Cristyne; Jenson, Jennifer; Terzopoulos, Tatyana – E-Learning and Digital Media, 2021
In this article, we report on a study of 32 teachers and their implementation of a digital game designed to support the human and physical geography curriculum in grades 7 and 8 in the province of Ontario, Canada. The purpose of the paper is to analyze and robustly represent the experiences of teachers who participated in the study, most of whom…
Descriptors: Foreign Countries, Access to Computers, Educational Technology, Technology Uses in Education
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Pattemore, Matthew; Gilabert, Roger – Language Learning Journal, 2023
This study investigates the provision of two types of auditory elaborative automated digital feedback (metalinguistic and informational) in the context of a digital game for reading skills development in English as a foreign language. Nineteen 11-year-old Spanish-Catalan school children played through two digital minigames while their…
Descriptors: Eye Movements, Spanish, Romance Languages, English (Second Language)
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Martín Quintana, Juan Carlos; Alemán Falcón, Jesús; Calcines Piñero, María Ascensión; Izquierdo Clemente, Diana – Early Child Development and Care, 2018
Family leisure activities require both parental interaction and supervision. This research involved 488 parents of children between 3 and 8 years old from public schools of early childhood and primary education at Gran Canaria, one of the Eastern Canary Islands (Spain); the aim was to analyze the shared leisure in family and its connection with…
Descriptors: Leisure Time, Family Relationship, Young Children, Elementary School Students
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Reynolds, Craig; Benham-Deal, Tami; Jenkins, Jayne M.; Wilson, Margaret – Physical Educator, 2018
The purpose of this study was to describe fifth grade students' physical activity (PA) while playing a dance-based video game, Just Dance 4, and to examine the influence direct feedback about their performance had on their level of activity. Twenty-seven students in the 5th grade from an elementary school in the Rocky Mountain West participated.…
Descriptors: Elementary School Students, Grade 5, Physical Activity Level, Physical Activities
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Giannakoulas, Andreas; Xinogalos, Stelios – Education and Information Technologies, 2018
Educational games are increasingly used in informal and formal educational settings for promoting active learning and gaining students' interest in cognitively demanding subjects, such as programming. However, empirical studies that investigate the true impact of educational games on teaching and learning programming, especially to small aged…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Video Games
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Carissoli, C.; Di Natale, A. F.; Caputo, M.; Triberti, S.; La Paglia, F.; La Barbera, D.; Villani, D. – Computers in the Schools, 2019
Despite research having highlighted the positive outcomes of the use of videogames to learn, their integration into school contexts remains rare. Literature recognizes the importance of user's technology acceptance to predict the intention to use and the adoption of new technology in several settings. So far, investigations have primarily focused…
Descriptors: Parent Attitudes, Video Games, Educational Environment, Game Based Learning
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