Educational Video Games Enhancing the Pro-Social Behaviour and Critical Thinking among Middle School Students

Author(s):  
Vasimalairaja Muthukaman ◽  
Deepa Hariharan
2017 ◽  
Vol 7 (2) ◽  
pp. 117-128
Author(s):  
Pauline Mosley ◽  
Gerald Ardito ◽  
Lauren Scollins

The principal purpose of this investigation is to study the effect of robotic cooperative learning methodologies on middle school students’ critical thinking, and STEM interest. The semi-experimental inquiry consisted of ninety four six-grade students (forty nine students in the experimental group, forty five students in the control group), chosen by their principals. A critical thinking test was administered to evaluate the cognitive skills and STEM interest of the students. Instruction was implemented in two formats: cooperative learning and problem-based learning. The experimental group utilized robotic cooperative learning while the control group utilized problem-based learning.  After four sessions of both instruction types with both groups the findings reveal that critical thinking of students is enhanced significantly by robotic cooperative learning (P<0.01).


2014 ◽  
pp. 667-688 ◽  
Author(s):  
Jill Denner ◽  
Eloy Ortiz ◽  
Shannon Campe ◽  
Linda Werner

2021 ◽  
Vol 28 ◽  

The current research aims to know the effect of listening teams on achievement and Critical thinking among middle school Students in literature and texts .To reach this goal ,the research hypotheses were formulated and to verify these hypotheses ,a sample of fourth –grade students in science at Al-Zahraa secondary school for girls was selected and this sample was divided into two groups one of them represents the experimental group ,numbering (36) female students ,and the other representing the control group ,numbering (31)female students ,The equivalence process was conducted on the two study groups ,the chronological age. The parents ,academic achievement ,Previous Knowledge .The pretest critical thinking .The experimental group was taught according to the listening teams Strategy and the control group according to the traditional method .The study required The presence of two tools, the first is the achievement test in the subject of literature and texts, and its final form consists of (20) objective test items of the type of multiple choice .The second tool is the critical thinking test. After data collection and statistical analysis ,the results showed that the students of the experimental group who studied according to the listening teams strategy over the group students the female officer who studied according to the traditional method The achievement test and critical thinking . ,Achievement ,Critical thinking Listening Teams Strategy Key words: . Literature and texts


Author(s):  
Melissa Burns

Competitive video games, or esports, have been making their way into high schools across Canada, though most middle school students have been left out of the game. This chapter will examine the identity and role of the various shared stakeholders at the middle years level, highlight the benefits of scholastic esports for middle school learners, and examine obstacles that may hinder the implementation of such programming, leaning on the experience of one such program in central Canada. The author will examine data collected over a span of four years on the impact of both coed and girls-only gaming environments in middle schools and how to support young female learners through gaming. Finally, this chapter will highlight the current landscape of K-12 scholastic esports with recommendations on how and why scholastic esports should have a place in Canadian schools.


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