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Theodoulou, Photini; Avraamidou, Lucy; Vrasidas, Charalambos – Educational Media International, 2015
Drawing on the theories of symbolic interactionism, social constructivism, and flow, this research examines the integration of the electronic game of the World Food Programme of the UN "Food Force" in a unit on active citizenship and poverty eradication. The research was conducted in two ninth-grade classes of an urban high school in…
Descriptors: Foreign Countries, Computer Games, Affordances, Case Studies
Foster, Aroutis; Shah, Mamta – Journal of Educational Computing Research, 2015
There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Learning Experience
Fisette, Jennifer L. – Physical Education and Sport Pedagogy, 2013
Background: Limited research has been conducted on student voice with students in physical education. Accessing and responding to student voice are relevant for researchers and physical education teachers to develop physical education programs that are meaningful and have a sense of purpose to the students themselves. It is through listening to…
Descriptors: Physical Education, Females, Gender Differences, Barriers
Herring, James E. – Information Research: An International Electronic Journal, 2011
Introduction: This study, based in a Scottish secondary school, aimed to examine the views of students who were completing work experience, on their information literacy practices, and the differences they found between the school and workplace information environments while on work experience. The views of guidance teachers were also explored.…
Descriptors: Grounded Theory, Constructivism (Learning), Information Literacy, Work Experience
Heemskerk, Irma; Dam, Geert ten; Admiraal, Wilfried – Journal of Research on Technology in Education, 2009
The use of technology (information and communication technology, ICT) in secondary education is an important aspect of the current curriculum and of teachers' pedagogy. Learning supported by computers is supposed to be motivating for students and is, therefore, assumed to have positive effects on learning experiences and results. However, the…
Descriptors: Student Attitudes, Females, Educational Technology, Males
St. John, Mark – Inverness Research, 2014
The Algebra Project DR K-12, funded by the National Science Foundation as a Research and Development Project, addressed the challenge of offering significant STEM content for students to ensure public literacy and workforce readiness. The project's primary purpose was to test the feasibility and effectiveness of a model for establishing four-year…
Descriptors: Summative Evaluation, Algebra, Demonstration Programs, Cohort Analysis
Hannula, Markku S. – For the Learning of Mathematics, 2003
Understanding and reporting students' affective experiences with mathematics is difficult if those experiences do not resonate with personal experiences. Utilising fiction-writing in narrative reporting can be a technique that helps both the researcher and the reader of the research report to immerse themselves in the student's experiential world.…
Descriptors: Fiction, Learning Experience, Student Experience, Student Centered Curriculum