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Arroyo, Ivon; Closser, Avery Harrison; Castro, Francisco; Smith, Hannah; Ottmar, Erin; Micciolo, Matthew – Technology, Knowledge and Learning, 2023
This emerging technology report introduces the "WearableLearning" (WL) platform as a tool to exercise computational thinking and STEM learning for 5-12th grade students through mobile technology-augmented active game play and game creation. Freely available at "WearableLearning.org," it allows students and teachers to play,…
Descriptors: Technology Uses in Education, Computation, Thinking Skills, Games
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Manda, Darman; Fajriani, Kartika; Darmayanti, Dyan Paramitha – Education Quarterly Reviews, 2022
Emotional intelligence is a determinant of individual success. However, today's emotional intelligence is fading. Early childhood is the foundation for the development of individual potential and intelligence. Thus, the urgency needs to be taken special action. The focus of this research is to improve the emotional intelligence of early childhood…
Descriptors: Foreign Countries, Kindergarten, Young Children, Emotional Intelligence
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Tlemsani, Issam; Mohamed Hashim, Mohamed Ashmel; Matthews, Robin – Higher Education, Skills and Work-based Learning, 2022
Purpose: This conceptual paper examines the need for viable theoretical models of international learning alliances in the light of cooperative games and complexity in two distinguished educational settings. Game theory is used to demonstrate the need for the top managerial executives to acquire a detailed understanding of decision makers'…
Descriptors: Game Theory, Partnerships in Education, International Cooperation, Foreign Countries
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Medvegy, Zoltán; Raab, Markus; Tóth, Kata; Csurilla, Gergely; Sterbenz, Tamás – Applied Cognitive Psychology, 2022
The aim of this study was to explore when experts trust their intuition. The Take-The-First heuristic suggests that experts generate a few options based on option validity that match the current situation and probably pick the first one they generated. In chess, the rated quality of moves can be used to analyze fast and slow decisions. We provided…
Descriptors: Expertise, Decision Making, Intuition, Games
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Cook, John; Ecker, Ullrich K. H.; Trecek-King, Melanie; Schade, Gunnar; Jeffers-Tracy, Karen; Fessmann, Jasper; Kim, Sojung Claire; Kinkead, David; Orr, Margaret; Vraga, Emily; Roberts, Kurt; McDowell, Jay – Environmental Education Research, 2023
Misinformation about climate change is a consequential societal issue, causing polarization and reduced support for climate action. However, the seriousness of the problem does not preclude non-serious solutions. There are numerous potential benefits to humor as a strategy to counter misinformation, such as attracting attention and engaging…
Descriptors: Misconceptions, Climate, Humor, Games
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Butcher, Luke; Ferguson, Graham – Journal of Vocational Education and Training, 2023
Vocational education and training (VET) is faced with the challenge of developing 21st century learners for rapidly changing workforces. As the industry is impacted by external market forces, greater digitalisation, and access to learning, learning must evolve. In this research, we propose VET can be enhanced by harnessing self-directed learning…
Descriptors: Vocational Education, Independent Study, Learning Processes, Games
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Tsikinas, Stavros; Xinogalos, Stelios – Education and Information Technologies, 2020
Designing serious games (SGs) for people with intellectual disability (ID) and autism spectrum disorder (ASD), requires proper planning and decision making. In this article, a proposal of a serious games design framework (GDF) that aims to assist designers and special education teachers and professionals develop successful SGs for people with ID…
Descriptors: Autism, Pervasive Developmental Disorders, Intellectual Disability, Games
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Thomas Trendowski – Strategies: A Journal for Physical and Sport Educators, 2024
This article describes two traditional American games and discusses how they can be implemented in a physical education curriculum. These games can be enjoyed by all students and can provide a wide range of benefits, including the continuation of the legacy of some of the most historic games in North America. Rationales such as multicultural…
Descriptors: Physical Education, Curriculum Implementation, Games, Game Based Learning
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Práxedes, Alba; Pizarro, David; Travassos, Bruno; Domínguez, Miguel; Moreno, Alberto – Physical Education and Sport Pedagogy, 2022
Background: In the last few decades, Nonlinear Pedagogy (NLP) has emerged with the goal to promote a holistic approach through the use of Small-Sided Games (SSG), to optimize specific tactical defensive and offensive behaviours of players. These SSG are designed through the manipulation of relevant task constraints. Specifically, the balance on…
Descriptors: Game Based Learning, Holistic Approach, Teaching Methods, Team Sports
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Kurupinar, Abdulhamit; Yüksel, Ibrahim; Kurt, Hakan – International Journal of Education and Literacy Studies, 2022
Science education is important at all educational levels, from pre-school to higher education. For this reason, in this study, it is aimed to determine the views of secondary school science, pre-school and primary school teachers on science education with intelligence games. The research was designed as a qualitative method case study. The study…
Descriptors: Teacher Attitudes, Secondary School Teachers, Science Teachers, Preservice Teachers
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Natasha Arthars; Lina Markauskaite; Peter Goodyear – Journal of the Learning Sciences, 2024
Background: Constructing shared understanding of complex interdisciplinary problems is one of the most challenging aspects of interdisciplinary teamwork. How this process unfolds is under-researched, making it esoteric and difficult to scaffold. This paper aims to provide an articulated and nuanced account of what is involved in student teams'…
Descriptors: Interdisciplinary Approach, Games, Teamwork, Graduate Students
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Chitiyo, George; Zagumny, Lisa; Davis, Krista M.; Littrell, Michael N.; Akenson, Ashley B.; Besnoy, Kevin; Mathende, Allen M.; Potter, Kinsey – International Journal of Curriculum and Instruction, 2021
The purpose of this study was to investigate the experiences and perceptions of teachers who used chess during instruction for an entire academic year in several school districts within a southern U.S. state. Data for the study were obtained via an electronic survey administered to a sample of 62 teachers in Spring 2018. Results of the study…
Descriptors: Teacher Attitudes, Game Based Learning, Games, Teaching Methods
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Agnes D. Garciano; Debbie Marie B. Verzosa; Ma. Louise Antonette N. De Las Peñas; Maria Alva Q. Aberin; Juan Carlo F. Mallari; Jumela F. Sarmiento; Mark Anthony C. Tolentino – International Association for Development of the Information Society, 2023
This paper discusses the "Just Keep Solving" apps that are designed based on deliberate practice model for developing mathematical skills. Features of deliberate practice include well-defined goals involving areas of weakness as determined by a knowledgeable other such as a teacher. The integration of game design features provides a…
Descriptors: Students, Student Centered Learning, Play, Electronic Learning
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Taylor, T. L. – American Journal of Play, 2022
The author argues that ethnography is a kindred of play. Based on her research of play in digital gaming environments, she draws several parallels between the practices of ethnography and the practices of play. She explores the complexities of play in games and expands our understanding of the work of ethnography as play.
Descriptors: Ethnography, Play, Research, Games
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Chernoff, Egan J.; Russell, Gale L.; Banting, Nat – Canadian Journal of Science, Mathematics and Technology Education, 2022
A number of memorable tasks have been revealed through collegial exchanges with underlying philosophical, theoretical, and potentially nefarious motivations. Such was the origin of the probability problem, and the various differences of opinion, presented herein. This article recounts how, together, we explored and disputed the probabilities…
Descriptors: Probability, Games, Interpersonal Communication, Problem Solving
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