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Allee-Herndon, Karyn A.; Roberts, Sherron Killingsworth; Hu, BiYing; Clark, M. H.; Stewart, Martha Lue – Early Childhood Education Journal, 2022
The research literature well establishes that adverse conditions, such as poverty, can affect children's cognitive development and academic achievement. Educators are challenged to translate these understandings into instructional practices grounded in research that best meet the needs of students, especially students living in poverty who are at…
Descriptors: Play, Kindergarten, Young Children, Emergent Literacy
Hodgen, Jeremy; Barclay, Nancy; Foster, Colin; Gilmore, Camila; Marks, Rachel; Simms, Victoria – Education Endowment Foundation, 2020
This document presents a review of evidence commissioned by the Education Endowment Foundation to inform the writing of the guidance report "Improving Mathematics in the Early Years and Key Stage One" (ED612298). The review aimed to synthesise the best available international evidence regarding teaching and learning of mathematics for…
Descriptors: Mathematics Instruction, Elementary School Mathematics, Early Childhood Education, Instructional Effectiveness
Wainess, Richard; Koenig, Alan; Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Effective design of training-related games (games for training and/or assessment) requires synergy between the mechanisms for delivering instructional content and the mechanisms for learning game play and game functionality (Becker, 2006). The learning domain must be embedded as a core game mechanic: that is, the game cannot be advanced or won…
Descriptors: Direct Instruction, Play, Video Games, Educational Games
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games