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Play Is Serious Learning: An Action Research Study Examining Play-Based Learning and Maker Education
Callahan, Heather S. – ProQuest LLC, 2023
This action research study explored crucial components of play-based learning through a researcher created survey and through an analysis of six elementary and six secondary teacher participant responses. The study also investigated maker education through analysis of a portion of survey results from fourteen university students through a study…
Descriptors: Play, Shared Resources and Services, Action Research, Teaching Methods
Adams, Lauren B. – ProQuest LLC, 2018
The present action research study of kindergarten students, in a suburban public school classroom located in the midlands region of South Carolina, describes the ways in which a teacher-researcher developed a Structured Play Unit in her classroom that was designed to answer the following research question: "How does the implementation of a…
Descriptors: Play, Literacy Education, Action Research, Kindergarten
Liu, Jerry – ProQuest LLC, 2013
This action research started in year 2009 at LIU Shanghai, a private school for children with autism spectrum disorder, to serve the needs of challenged students. The purpose of this qualitative study was to identify the strengths and challenges of the program, plus solicit recommendations from the parents and teachers for making improvements. The…
Descriptors: Action Research, Special Schools, Autism, Pervasive Developmental Disorders
Reynolds-Blankenship, Tara – ProQuest LLC, 2013
As part of human development, technology plays an important role in many children's lives. As digital technologies continue to permeate aspects of many children's everyday lives, educators are integrating digital technologies into classroom practices and, as such, have created a need to examine the ways in which children use technologies in their…
Descriptors: Kindergarten, Handheld Devices, Technology Uses in Education, Play
Patton, Ryan Matthew – ProQuest LLC, 2011
Having computer skills, let alone access to a personal computer, has become a necessary component of contemporary Western society and many parts of the world. Digital media literacy involves youth being able to view, participate in, and make creative works with technologies in personal and meaningful ways. Games, defined in this study as…
Descriptors: Activity Units, Art History, Social Systems, Play