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Jake McMullen; Antti Koskinen; Tomi Kärki; Antero Lindstedt; Saku Määttä; Hilma Halme; Erno Lehtinen; Minna M. Hannula-Sormunen; Kristian Kiili – Mathematical Thinking and Learning: An International Journal, 2024
Adaptive expertise is a highly sought after, but difficult to achieve, outcome of mathematics education. Many teaching methods appear to support the development of adaptive expertise only in a small proportion of students. Game-based learning environments may be useful for supporting adaptive expertise. Therefore, we carried out a…
Descriptors: Game Based Learning, Number Concepts, Knowledge Level, Intervention
Lacey Gosch – ProQuest LLC, 2023
The COVID-19 pandemic posed a significant problem for K-12 education. To prevent the spread of the virus, the educational community mandated school closures shifting instructional practices from a traditional face-to-face model into a remote instructional model (Bailey et al., 2021; Bawa, 2020; Domina et al., 2021; Onyema et al., 2020; Wyse et…
Descriptors: COVID-19, Pandemics, Grade 3, Grade 4
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Maria Efstratopoulou; Maxwell Peprah Opoku; Aizhan Shomotova; Christina Davison; Abdulrafi Jaffarul; Aalya Mesmar – Smart Learning Environments, 2024
A smart learning environment (SLE) encompasses the use of advanced technology and smart pedagogical teaching skills tailored to suit students with diverse learning needs. In recent years, some countries, such as the United Arab Emirates (UAE), have formulated policies to implement SLE in their education systems. Since students are the intended…
Descriptors: Foreign Countries, Secondary School Students, Grade 7, Grade 12
Sun, Jiqing – Mathematics Education Research Group of Australasia, 2022
The transition between arithmetic and algebraic thinking is challenging for students. One notable difficulty for students is understanding algebraic symbols--pronumerals. Researchers are exploring pedagogical approaches in seeking to address this issue. The current paper is contributing to this body of literature by illustrating how an online card…
Descriptors: Algebra, Game Based Learning, Electronic Learning, Classroom Environment
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Kamber Hamzic, Dina; Zubovic, Daniela; Šceta, Lamija – International Electronic Journal of Mathematics Education, 2022
In this paper, the effects of the online learning of the mathematical area of divisibility are studied, by comparing the achievements of students who have learned this mathematical topic in the online and in-class environments. Data for this study were collected in seven schools at the beginning of the seventh grade of elementary education, with…
Descriptors: Comparative Analysis, Outcomes of Education, Electronic Learning, In Person Learning
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Naceanceno, Kendall D.; Akpanudo, Usenime M. – International Journal of Technology in Education and Science, 2023
The COVID-19 pandemic profoundly impacted the methods of instruction for K12 and higher education institutions around the world. Schools and families were challenged to adapt to online-based modes of instruction with minimal preparation. This study examined the importance of the learning environment and commitment to assignments as predictors of…
Descriptors: Educational Environment, Electronic Learning, Distance Education, Educational Technology
Anthony Lawrence Terrell – ProQuest LLC, 2024
As a result of the COVID-19 epidemic, public school educators encountered several difficulties acquiring and integrating curriculum online. The problem addressed in this study was the negative effect online curriculum implementation had on student achievement as a result of the COVID-19 pandemic. The purpose of this qualitative, exploratory case…
Descriptors: Electronic Learning, Curriculum Implementation, Computer Assisted Instruction, COVID-19
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Renick, Jennifer; Reich, Stephanie M. – Middle School Journal, 2023
The COVID-19 pandemic caused schools to shift to virtual or hybrid instruction, thrusting young adolescents into a very different educational environment. Stage-environment fit theory outlines ways in which educational contexts may, or may not, meet the developmental needs of young adolescents. Yet little is known about how virtual environments…
Descriptors: Middle School Students, Early Adolescents, Adolescent Development, Needs
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Marklund, Björn Berg; Taylor, Anna-Sofia Alklind – Electronic Journal of e-Learning, 2016
The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, research on digital game-based learning has focused heavily on the coupling between game designs,…
Descriptors: Educational Games, Learner Engagement, Case Studies, Preschool Teachers
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Liu, Han-Chin; Chuang, Hsueh-Hua – Interactive Learning Environments, 2011
This study investigated how the format of verbal instructions in computer simulations and prior knowledge (PK) affected 8th graders' cognitive load (CL) level and achievement in a multimedia learning environment. Although PK was not found to significantly affect student performance and CL level, instruction format was found to impact both.…
Descriptors: Electronic Learning, Instructional Design, Prior Learning, Grade 8
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
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Ketelhut, Diane Jass; Nelson, Brian C. – Educational Research, 2010
Background: Most policy doctrines promote the use of scientific inquiry in the K-12 classroom, but good inquiry is hard to implement, particularly for schools with fiscal and safety constraints and for teachers struggling with understanding how to do so. Purpose: In this paper, we present the design of a multi-user virtual environment (MUVE)…
Descriptors: Suburban Schools, Student Attitudes, Virtual Classrooms, Science Curriculum
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Carmo, Mafalda, Ed. – Online Submission, 2017
This book contains a compilation of papers presented at the International Conference on Education and New Developments (END 2017), organized by the World Institute for Advanced Research and Science (W.I.A.R.S.). Education, in our contemporary world, is a right since we are born. Every experience has a formative effect on the constitution of the…
Descriptors: Educational Quality, Models, Vocational Education, Outcomes of Education