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Every Student Succeeds Act…1
Showing 1,276 to 1,290 of 1,642 results Save | Export
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Alonso-Fernández, Cristina; Martínez-Ortiz, Iván; Caballero, Rafael; Freire, Manuel; Fernández-Manjón, Baltasar – Journal of Computer Assisted Learning, 2020
Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with traditional (paper) prequestionnaires-postquestionnaires. We propose a combination of game learning analytics and data mining techniques to predict…
Descriptors: Case Studies, Teaching Methods, Game Based Learning, Student Motivation
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Abdusselam, Mustafa S. – International Technology and Education Journal, 2020
This research aims to investigate the effect of a serious game on the awareness of energy sources consumption. A weak experimental research design with one group, pretest, posttest, and formative test was used in the study. The research group consist of 17 students who attending a public secondary school in Giresun during the second semester of…
Descriptors: Educational Games, Computer Games, Game Based Learning, Energy Conservation
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Parong, Jocelyn; Wells, Ashleigh; Mayer, Richard E. – Journal of Educational Psychology, 2020
Executive function is the set of cognitive skills needed for goal directed behavior and is a strong predictor of academic success (Best, 2014). The present study examines the effectiveness of a custom video game designed to train the executive function skill of shifting--being able to efficiently shift attention from 1 task to another. In…
Descriptors: Replication (Evaluation), Game Based Learning, Video Games, Executive Function
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Zhang, Lu; Shang, Junjie; Pelton, Tim; Pelton, Leslee Francis – Journal of Computer Assisted Learning, 2020
With the advent of mobile technologies, well-designed fraction apps can be used to help children gain fraction knowledge, a challenging topic for both teachers and students. The present pilot study adopted a quasi-experimental design to investigate whether children can learn fraction concepts equally well if half of the lesson time (20 min) is…
Descriptors: Elementary School Students, Fractions, Computer Games, Educational Games
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Açikgül, Kübra; Aslaner, Recep – Education and Information Technologies, 2020
The aim of this study is to investigate the effects of GeoGebra Supported Micro Teaching Applications and TPACK Game Practices on the TPACK efficacy and self-efficacy perception levels of the prospective math teachers on polygons. The study was carried out using 2 × 2 factorial design. The study group comprised 88 prospective math teachers. The…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Technological Literacy
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Mørch, Anders I. – International Journal of Information and Learning Technology, 2020
Purpose: The present study proposes action-breakdown-repair (ABR) as a pedagogical model and 3D virtual worlds as technology, to bridge the gap between curricular goals and students out of school technology experiences, referred to as the educational gap. Design/methodology/approach: A qualitative study combining design-based research (DBR) and a…
Descriptors: Models, Computer Simulation, Technology Uses in Education, Computer Games
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Stephens de Jonge, Julie; Labrador, Belén – Research-publishing.net, 2020
This paper reports our preliminary observations of a pilot project carried out from February to April 2019 with a group of students learning Spanish at the University of Central Missouri and students learning English at the University of León. The project combines challenging escape room activities with intercultural and interlinguistic…
Descriptors: Critical Thinking, Student Motivation, Computer Simulation, Problem Solving
Szu S. Ling; Fabrice Saffre; Deborah L. Gater; Lilia Halim; Abdel F. Isakovic – Journal of Chemical Education, 2024
Computer quiz games are introduced to improve teaching and learning in a freshman engineering chemistry course in an English-as-a-second-language (ESL) environment. These quiz games are developed and implemented as supplemental and augmentative tools to enhance traditionally delivered lectures. The paper shows an increase in students' motivation…
Descriptors: Computer Assisted Testing, Tests, Chemistry, Engineering Education
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Qian Xu; Jennifer C. Richardson – Online Learning, 2024
Scholars indicated that learners who are strategic with their language learning (e.g., selfregulated learning [SRL], cognitive and meta-cognitive strategies) tend to be more efficient, resourceful, and flexible, and thus have better language learning outcomes (Oxford, 2016; Heo et al., 2012; Plonsky, 2011). Besides focusing on the knowledge,…
Descriptors: Metacognition, Learning Strategies, Outcomes of Education, Vocabulary Development
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Eleni Meletiadou – IAFOR Journal of Education, 2024
Playmobil pro is an innovative modelling kit for adults that encourages creative thinking in the university/workplace. International multilingual students often disclose that they have little opportunity to develop their intercultural awareness, and cross-cultural and multilingual communicative competencies while engaging in meaningful activities…
Descriptors: Intercultural Communication, Cultural Differences, Cultural Background, Workshops
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An, Yunjo – Educational Process: International Journal, 2021
Background/purpose: This study examined how team-based gamified learning influenced students' attitudes towards the gamification of learning, online collaboration, and competition. Furthermore, the study explored what factors contributed to the students' positive or negative experiences with gamified learning. Materials/methods: Game elements used…
Descriptors: Teamwork, Game Based Learning, Student Attitudes, Cooperation
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Baydar, Askin – International Education Studies, 2021
The aim of this study is to determine pre-service primary teachers' opinions regarding the implementation of teams-games-tournaments (TGT). For this purpose, the action research method, which is one of the qualitative research methods, was employed. The study group in the research consisted of 30 students who attended Artvin Çoruh University…
Descriptors: Foreign Countries, Preservice Teachers, Elementary School Teachers, Student Attitudes
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Ran, Hua; Kasli, Murat; Secada, Walter G. – Journal of Educational Computing Research, 2021
This meta-analysis extended the current literature regarding the effects of computer technology (CT) on mathematics achievement, with a particular focus on low-performing students. A total of 45 independent effect sizes extracted from 31 empirical studies based on a total of 2,044 low-performing students in K-12 classrooms were included in this…
Descriptors: Intervention, Mathematics Achievement, Low Achievement, Kindergarten
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Su, Jun-Ming; Yang, Yi-Ching; Weng, Tzu-Nin; Li, Meng-Jhen; Wang, Chi-Jane – Comunicar: Media Education Research Journal, 2021
The number of new COVID-19 cases continues to rise rapidly in many countries despite vaccination. The best way to counter the spread of COVID-19 is self-protection. This study documents the development of a web-based serious game (WSG-COVID-19.SP) to promote effective learning strategies for self-protection against COVID-19 and to test the game's…
Descriptors: COVID-19, Pandemics, Educational Games, Health Behavior
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Capinding, Andie Tangonan – International Journal of Game-Based Learning, 2021
The study focused on the effect of teams-games-tournament (TGT) on mathematics performance, behavioral engagement, cognitive engagement, and motivation to learn mathematics of Grade 8 students. Experimental and descriptive methods of research were utilized. Findings revealed that there was no significant difference in the pre-test results of the…
Descriptors: Instructional Effectiveness, Mathematics Instruction, Mathematics Achievement, Teaching Methods
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