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Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
Since 2012, the Prudence Foundation has been working to address the gap in financial literacy in developing nations by creating and distributing financial literacy media and curricula targeting 7- to 10-year-olds in Asia and, more recently, Africa. "Cha-Ching!" is a multipronged learning initiative that reaches children, teachers, and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
This report shares findings from EDC's evaluation study of "Cha-Ching Money Adventures." "Cha-Ching" is an interactive learning game that introduces 7- to 10-year-olds to fundamental financial concepts and fosters family dialogue about financial decisions. The authors found that the game was engaging for eight- and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
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Dezuanni, Michael; O'Mara, Joanne; Beavis, Catherine – E-Learning and Digital Media, 2015
This article investigates 8-and 9-year-old girls' use of the popular game "Minecraft" at home and school, particularly the ways in which they performatively "bring themselves into being" through talk and digital production in the social spaces of the classroom and within the game's multiplayer online world. We explore how the…
Descriptors: Electronic Learning, Females, Children, Video Games
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Bauer, Erin; Ogg, Clyde – Journal of Extension, 2011
The trend toward encouraging adoption of Integrated Pest Management (IPM) in schools has increased in the last decade. Because IPM helps reduce risk of human pesticide exposure, reduce allergens and asthma triggers, save energy, and protect the environment, it's essential that IPM awareness continue not only with current school administrators,…
Descriptors: Educational Games, Video Games, Child Health, Human Body
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McConnell, William J.; Dickerson, Daniel – Science and Children, 2013
One game that seems to intrigue almost any child is Angry Birds, a popular video game available on most media devices in which a player uses a slingshot to hurl small, angry birds through the air in hopes they will knock over pigs resting on complex, destructible structures. Presented in this article is a half-day lesson, in which fourth graders…
Descriptors: Science Instruction, Video Games, Elementary School Science, Grade 4