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Sanchez, Eric; Young, Shawn; Jouneau-Sion, Caroline – Education and Information Technologies, 2017
In this article, we discuss the concept of gamification, based on a literature review and preliminary feedback from teachers using "Classcraft," a role-playing game supported by a digital platform and a mobile application that were developed to answer high school teachers' classroom management needs. Our results come from two experiments…
Descriptors: Classroom Techniques, Computer Oriented Programs, Role Playing, Secondary School Teachers
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Rees, Carol Ann Butler – International Journal for Leadership in Learning, 2015
The decline of young peoples' interest in science & technology education in western counties is causing concern worldwide. To help change this situation teachers need to take a leadership role in designing innovative approaches for engaging students with science curriculum in schools. Here I report on an action research study to examine…
Descriptors: Scientific Literacy, Video Games, Educational Games, Learner Engagement
Oesterle, Susan, Ed.; Allan, Darien, Ed. – Canadian Mathematics Education Study Group, 2015
This submission contains the Proceedings of the 2014 Annual Meeting of the Canadian Mathematics Education Study Group (CMESG), held at the University of Alberta in Edmonton, Alberta. The CMESG is a group of mathematicians and mathematics educators who meet annually to discuss mathematics education issues at all levels of learning. The aims of the…
Descriptors: Mathematics Education, Time Management, Mathematics Instruction, Industry