Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the eff...Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students' science knowledge learning, physical activity (PA) level, and interest-based motivation. Methods: In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games. Results: The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test (p 〈 0.001, η2 = 0.486), and their post-test scores did not differ significantly. The experimental condition provided a more active environment since the students' average heart rates (HRs) were in the Target-Heart-Rate-Zone (HR = 134 bpm), which was significantly higher than the average HR (103 bpm) from the comparison condition (t = 7.212, p 〈 0.001). Students in the experimental condition perceived a higher level of situational interest than their counterparts in the comparison group (p 〈 0.01, and η2 = 0.301). Conclusion: These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA.展开更多
GeoQuest Project is the design of a new teaching and learning technology based on Computer Class Role Playing Games (RPG) to teach Earth Science in a STEAM educational approach. It ensures interdisciplinarity, multi...GeoQuest Project is the design of a new teaching and learning technology based on Computer Class Role Playing Games (RPG) to teach Earth Science in a STEAM educational approach. It ensures interdisciplinarity, multilinguai approach (CLIL compliance) and interactive activities in classrooms. This educational game uses students' personal tablets and smartphones to interact with the game, with a system more comprehensible and funny for young people compared to traditional methodologies. Students are bringing "in situation" by the adventure, so teachers can get a rigorous assessment of their skills. The Game includes several adventure paths, suitable for different age students. They are focused on scientific topics, humanities, hands-on activities in interdisciplinary way. If used conditions do not allow practical or laboratorial activities provided by the game, players can see some videos to understand the activities. Experimental results were outstanding: the RPG appreciation is in agreement with the experiments outcome. This work experience gets excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of results achieving.展开更多
The paper tries to explore how to use games in teaching English vocabulary in kindergartens. It starts with the introduction of definitions of the game and the characteristics of the game, then lists the types of the ...The paper tries to explore how to use games in teaching English vocabulary in kindergartens. It starts with the introduction of definitions of the game and the characteristics of the game, then lists the types of the game. Based on an analysis of present situation of English vocabulary teaching in kindergartens, the author points out the importance of teaching English vocabulary through games in kindergarten. Finally, the author explains how to use games to teach English vocabulary in kindergartens.展开更多
The article uses the psychological measurement, literature review, educational practices and other research methods; it studied experimentally sports games teaching on infant mental health. The results showed that: s...The article uses the psychological measurement, literature review, educational practices and other research methods; it studied experimentally sports games teaching on infant mental health. The results showed that: sports games after the implementation of a semester teaching methods, students 'mental health after the experiment each index scores generally declined, sports games teaching on infant mental health has a positive role in promoting; especially abnormal psychology students' psychological problems have a very good therapeutic effect; the impact of teaching methods on students' mental health has no gender differences.展开更多
As a teaching aid, games are vital to facilitate every part in learning process. They are easy to arouse learners' attention and are accessible to achieve teaching objectives compared with traditional teaching. The a...As a teaching aid, games are vital to facilitate every part in learning process. They are easy to arouse learners' attention and are accessible to achieve teaching objectives compared with traditional teaching. The author did two-month classroom observations in Education First Training School in Ningbo. This paper discusses and shares useful and effective games provided in English class.展开更多
Second language teachers are often impressed that activities and games are always enjoyed by students of different levels. When some novel and original activities and games are conducted in the classroom, students wou...Second language teachers are often impressed that activities and games are always enjoyed by students of different levels. When some novel and original activities and games are conducted in the classroom, students would participate in with great interest and enthusiasm, and often yield unexpected teaching results. Despite the usefulness and significance, its role has long been despised and marginalized. This article is intended to reexamine its role and status in language teaching and make them serve the teaching objectives the best.展开更多
The most important goal in civics education is to ensure that each citizen has a good understanding of ethics and moral behavior, and thus stresses the constant link between knowledge and practice. In this context, to...The most important goal in civics education is to ensure that each citizen has a good understanding of ethics and moral behavior, and thus stresses the constant link between knowledge and practice. In this context, to increase understanding of civics education for being able to create the best generation and condition in the future life, study on this issue is becoming a very crucial manner. In general, methods like discussion and dialogue are used to allow students to express themselves. However, cooperative learning in particular addresses many of the needs and concerns facing by educational systems and Team Game Tournament (TGT) method is one of the preferable methods of cooperative learning. This study was aiming to increase civics learning achievements by using cooperative learning based on TGT method on secondary school students of Jatisari of Indonesia. The action research procedure was also used so as to be able to evaluate the influent, impact, and result of TGT. Accordingly, cooperative learning with TGT method has successfully given positive contribution to increasing student learning civics achievement.展开更多
文摘Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students' science knowledge learning, physical activity (PA) level, and interest-based motivation. Methods: In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games. Results: The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test (p 〈 0.001, η2 = 0.486), and their post-test scores did not differ significantly. The experimental condition provided a more active environment since the students' average heart rates (HRs) were in the Target-Heart-Rate-Zone (HR = 134 bpm), which was significantly higher than the average HR (103 bpm) from the comparison condition (t = 7.212, p 〈 0.001). Students in the experimental condition perceived a higher level of situational interest than their counterparts in the comparison group (p 〈 0.01, and η2 = 0.301). Conclusion: These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA.
文摘GeoQuest Project is the design of a new teaching and learning technology based on Computer Class Role Playing Games (RPG) to teach Earth Science in a STEAM educational approach. It ensures interdisciplinarity, multilinguai approach (CLIL compliance) and interactive activities in classrooms. This educational game uses students' personal tablets and smartphones to interact with the game, with a system more comprehensible and funny for young people compared to traditional methodologies. Students are bringing "in situation" by the adventure, so teachers can get a rigorous assessment of their skills. The Game includes several adventure paths, suitable for different age students. They are focused on scientific topics, humanities, hands-on activities in interdisciplinary way. If used conditions do not allow practical or laboratorial activities provided by the game, players can see some videos to understand the activities. Experimental results were outstanding: the RPG appreciation is in agreement with the experiments outcome. This work experience gets excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of results achieving.
文摘The paper tries to explore how to use games in teaching English vocabulary in kindergartens. It starts with the introduction of definitions of the game and the characteristics of the game, then lists the types of the game. Based on an analysis of present situation of English vocabulary teaching in kindergartens, the author points out the importance of teaching English vocabulary through games in kindergarten. Finally, the author explains how to use games to teach English vocabulary in kindergartens.
文摘The article uses the psychological measurement, literature review, educational practices and other research methods; it studied experimentally sports games teaching on infant mental health. The results showed that: sports games after the implementation of a semester teaching methods, students 'mental health after the experiment each index scores generally declined, sports games teaching on infant mental health has a positive role in promoting; especially abnormal psychology students' psychological problems have a very good therapeutic effect; the impact of teaching methods on students' mental health has no gender differences.
文摘As a teaching aid, games are vital to facilitate every part in learning process. They are easy to arouse learners' attention and are accessible to achieve teaching objectives compared with traditional teaching. The author did two-month classroom observations in Education First Training School in Ningbo. This paper discusses and shares useful and effective games provided in English class.
文摘Second language teachers are often impressed that activities and games are always enjoyed by students of different levels. When some novel and original activities and games are conducted in the classroom, students would participate in with great interest and enthusiasm, and often yield unexpected teaching results. Despite the usefulness and significance, its role has long been despised and marginalized. This article is intended to reexamine its role and status in language teaching and make them serve the teaching objectives the best.
文摘The most important goal in civics education is to ensure that each citizen has a good understanding of ethics and moral behavior, and thus stresses the constant link between knowledge and practice. In this context, to increase understanding of civics education for being able to create the best generation and condition in the future life, study on this issue is becoming a very crucial manner. In general, methods like discussion and dialogue are used to allow students to express themselves. However, cooperative learning in particular addresses many of the needs and concerns facing by educational systems and Team Game Tournament (TGT) method is one of the preferable methods of cooperative learning. This study was aiming to increase civics learning achievements by using cooperative learning based on TGT method on secondary school students of Jatisari of Indonesia. The action research procedure was also used so as to be able to evaluate the influent, impact, and result of TGT. Accordingly, cooperative learning with TGT method has successfully given positive contribution to increasing student learning civics achievement.