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Thomas, Troy A.; Wiest, Lynda R. – Australian Primary Mathematics Classroom, 2013
Troy Thomas and Lynda Wiest share an engaging lesson on statistics involving analysis of real-world data on the top ten video game sales in the United States during a one-week period. Three upper-primary classes completed the lesson, providing insight into the lesson's effectiveness. The lesson description includes attention to the manner in which…
Descriptors: Video Games, Statistics, Statistical Analysis, Mathematics Instruction
Levy, Roy – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2014
Digital games offer an appealing environment for assessing student proficiencies, including skills and misconceptions in a diagnostic setting. This paper proposes a dynamic Bayesian network modeling approach for observations of student performance from an educational video game. A Bayesian approach to model construction, calibration, and use in…
Descriptors: Video Games, Educational Games, Bayesian Statistics, Observation
Whitmore, Kathryn F.; Laurich, Lindsay – Language Arts, 2010
What features of the physical environment in video game arcades lead kids to be so engaged? How can analysis of arcade space inform language arts teachers' decisions about designing classroom environments? This article presents an analysis of physical space in video game arcades and participants' positions therein to suggest how language arts…
Descriptors: Video Games, Physical Environment, Recreational Activities, Classroom Environment