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Halbach, Till; Solheim, Ivar – International Association for Development of the Information Society, 2018
This work investigates in how far gamification and micro-learning, implemented by the novel technologies H5P and xAPI, are suitable to increase the motivation and learning performance of pupils with cognitive and behavioral challenges. The context for the field trials is the Norwegian SOL framework (short for Systematic Observation of Reading) in…
Descriptors: Foreign Countries, Middle School Students, Grade 6, Grade 7
Kaune, Christa; Nowinska, Edyta; Paetau, Annika; Griep, Mathilde – Indonesian Mathematical Society Journal on Mathematics Education, 2013
The results of international comparative studies have shown that relationships exist between metacognition and cognitive activation and learning success. Since 2007 we have been carrying out projects in Indonesia to improve cognitive and metacognitive activities of pupils of year 7 and their teachers. These activities are to contribute to the…
Descriptors: Sustainability, Educational Games, Mathematics Instruction, Grade 7
Kirikkaya, Esma Bulus; Iseri, Sebnem; Vurkaya, Gurbet – Turkish Online Journal of Educational Technology - TOJET, 2010
Visual elements that used in lessons are necessary because they make learning more permanent. Also the visuals that used in evaluation part of the lesson should decrease the anxiety of students and provide them with correct evaluation. The board games among the visuals which can be used in evaluation part are quite effective for getting feedback…
Descriptors: Feedback (Response), Astronomy, Grade 7, Educational Games