Results 101 to 110 of about 24,936 (309)
Abstract All children should have access to quality education through a child‐centred pedagogy. An inclusive, child‐centred pedagogy uses a strength‐based view of children that recognises each child as unique and competent, providing children with multiple opportunities to explore and learn at their own pace.
Katherine Gulliver
wiley +1 more source
Video games as an education tool
Today Internet and technology are important part of every aspect of life. They are especially significant in education. Video games are a part of that technology. History of video games goes back to 1930s and first flipper machines. Throughout the 1970s universities started developing computer video games.
Plenković, Mateja, Varga, Vanesa
openaire +2 more sources
Effective Educational Methods In Educational Video Games [PDF]
This thesis examines the teaching methods used in three successful educational video games with the goal to provide a concise, practical guide for the proper implementation of educational learning into video games.
Van Zyl, Abraham
core
AI voice journaling for future language teachers: A path to well‐being through reflective practices
Abstract This study aimed to explore the perceived impact of using an AI‐powered voice journaling app in overcoming the challenges and stressors encountered by senior students enrolled in teaching practicum at an English Language Teaching Bachelor's programme.
Bora Demir, Duygu Özdemir
wiley +1 more source
Video Games as Tools for Education
Computer and video games are a channel of evolution and productivity that is most consumed keeping the notice of scholars through a variety of disciplines. In general, computers and video games were ignored by educators. When educators considered the games, they noticed the social consequences of gambling, ignoring the remarkable educational potential ...
openaire +1 more source
Interactive Narrative for Adaptive Educational Games: Architecture and an Application to Character Education [PDF]
This thesis presents AEINS, Adaptive Educational Interactive Narrative System, that supports teaching ethics for 8-12 year old children. AEINS is designed based on Keller's and Gagné's learning theories.
Hodhod, Rania
core
Abstract Young people in the United States (and beyond) access spaces for activism in varied ways, including the out‐of‐school time sector, where youth activism (YA) groups draw on informal learning pedagogies to engage young people in collective action.
Laura Weiner
wiley +1 more source
Introduction: Video games and natural heritage
Gardening and farming are relatively common themes for videogames. From farming and life simulators to survival games to management games, a large variety of games about nature are available to players. Nevertheless, it is extremely rare that video games
Edwige Lelievre
core
The Educational Potential of Modified Video Games
As the popularity of video game playing has increased, educators have sought to co-opt video games as an instructional tool. However, educational games have made little impact in either the commercial market place or the average game player’s home ...
Andrew Moshirnia
core +1 more source
Abstract Valuing parental engagement, as part of home–school collaboration, can benefit children's learning. This article focuses on parents and school‐based staff's (N = 120) experiences of children's learning occurring at home during the COVID‐19 lockdowns (2020–2021), both school‐mandated and other learning activities.
Ashley Brett +5 more
wiley +1 more source

