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Showing 1 to 15 of 248 results Save | Export
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Klára Kelecsényi; Éva Osztényiné Krauczi; Attila Végh – International Journal of Mathematical Education in Science and Technology, 2025
The study examines the levels of understanding logarithmic expressions within the frames of a mathematical card game. The game is based on the popular card game Saboteur. In this paper, we analyse the progress of a group of six undergraduate students participating in a remedial course using games for recalling some fundamental mathematical…
Descriptors: Educational Games, Numbers, Mathematics Instruction, Undergraduate Students
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Rachel F. Adler; Devorah Kletenik – Education and Information Technologies, 2025
Although digital accessibility topics are increasingly gaining inclusion in university computing classrooms, many instructors still encounter difficulties in engaging students with this subject. The Universal Design for Learning (UDL) framework, a pedagogical approach that emphasizes multiple means of engagement, offers a promising strategy to…
Descriptors: Access to Education, Learning Processes, Preferences, Educational Games
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Yitong Chen; Zerong Xie; Dickson K. W. Chiu – Education and Information Technologies, 2024
This research studies the motivational factors used in educational video games through the lens of 6 C's learning motivation model with text mining of the players' reviews and comments. This research seeks to offer insight for game producers and educational institutions to investigate the effectiveness of these motivators for increasing player…
Descriptors: Educational Games, Video Games, Motivation Techniques, Technology Uses in Education
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Pavlos Toukiloglou; Stelios Xinogalos – Education and Information Technologies, 2024
Hour of Code is a widely recognized global event that aims to introduce programming to novice users and integrate computer science into education. This paper presents an analysis of the effectiveness of the support system and user interface of Minecraft Adventurer, a serious game designed for the Hour of Code global event. Although previous…
Descriptors: Novices, Programming, Coding, Computer Science Education
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Rachelle Emily Rawlinson; Nicola Whitton – Electronic Journal of e-Learning, 2024
The increasingly neoliberal course of Higher Education is linked to rises in student anxiety around assessment and increased fear of the consequences of failure. Making mistakes is an inevitable part of any learning process (and of life generally) and managing failure in a productive and positive way is crucial for success and wellbeing beyond…
Descriptors: Educational Games, Play, Failure, Learning Processes
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Fan Zhang; Xiangyu Wang; Xinhong Zhang – Education and Information Technologies, 2025
Intersection of education and deep learning method of artificial intelligence (AI) is gradually becoming a hot research field. Education will be profoundly transformed by AI. The purpose of this review is to help education practitioners understand the research frontiers and directions of AI applications in education. This paper reviews the…
Descriptors: Learning Processes, Artificial Intelligence, Technology Uses in Education, Educational Research
Herder, Tiffany – ProQuest LLC, 2023
Educational video games often engage students intuitively with visuals with quick, responsive actions to immerse students in authentic disciplinary practice. In contrast, typical formal learning environments engage students in conscious reflection with visual representations to understand underlying disciplinary concepts. Research has examined how…
Descriptors: Educational Games, Video Games, Play, Learning Processes
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Ernesto Armando Pacheco-Velázquez; Virginia Rodés-Paragarino; Sergio Augusto Ramírez-Echeverri – Smart Learning Environments, 2025
The article discusses the efficacy of game-based learning (GBL) in logistics education, specifically through an empirical evaluation of the "Logistics Simulator LOST." Recognizing the complexities of evaluating serious games--interactive serious games platforms designed for educational, purpose--the article emphasizes the need for games…
Descriptors: Foreign Countries, Undergraduate Students, Engineering Education, Game Based Learning
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Peng Zhang; Jiangxu Li; Su Cai – British Journal of Educational Technology, 2025
Augmented reality (AR) games offer significant potential to enhance learning experiences, yet the impact of when these games are introduced during the educational process remains underexplored. This study explored how the timing of providing the AR game influenced learners' achievement, satisfaction and acceptance. Using a quasi-experimental…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Educational Games
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Hamad Aljassmi; Babitha Philip; Mohammad Issam Younes – Advances in Engineering Education, 2025
Construction planning is vital to civil engineering projects, involving task coordination, resource estimation, and risk assessment. Traditional educational methods in Engineering management courses frequently lack real-world feedback, hindering understanding of students. To bridge this gap, this study aims to propose an educational approach…
Descriptors: Engineering Education, Decision Making, Student Projects, Risk Assessment
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Djelil, Fahima; Sanchez, Eric – Education and Information Technologies, 2023
Game based-learning have been widely promoted to overcome the difficulties encountered by beginners to learn programming. However, there are many issues to address for the implementation of game-based learning. Indeed, game-based learning is not limited to adding game elements such as rewards to a learning situation, but it rather consists of…
Descriptors: Game Based Learning, Educational Games, Design, Programming
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Seyedahmad Rahimi; Valerie J. Shute – Educational Technology Research and Development, 2024
Research fields related to learning (e.g., educational technology and learning sciences) have historically focused on what questions using traditional methods (e.g., comparing different learning tools and methods). New methodologies that are grounded in learning, engagement, and motivational theories are needed to additionally address the how…
Descriptors: Evaluation Methods, Psychometrics, Learning Processes, Educational Technology
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Rosaline Tandiono – Education and Information Technologies, 2024
This study critically assesses Kahoot!'s effectiveness in enhancing student engagement in online learning environments, filling identified research gaps, such as theoretical gaps, online application challenges, and reliance on quantitative methods. Utilizing semi-structured interviews, it explores the impact of Kahoot! on student engagement,…
Descriptors: Gamification, Electronic Learning, Educational Games, Educational Technology
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Wijaya, Mahaning Indrawaty – Education and Information Technologies, 2023
ERP courses have been running for decades and are applied by various university majors, ranging from business school, information systems, and computer science to industrial engineering. Every major has a different ERP curriculum that is adapted based on the nature and goals of the major. In conjunction with this, a lot of research has been…
Descriptors: Business Administration Education, Entrepreneurship, Curriculum Development, Business Schools
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Long, Bern – Australian Primary Mathematics Classroom, 2023
In this article the author describes an intervention program for students who were approximately six months behind expected standards. The program, "Prepare 2 Learn," had four components: building prior knowledge; developing mental computational fluency; encouraging a growth mindset; and meta-cognitive strategies. The qualitative data…
Descriptors: Brain Hemisphere Functions, Mathematics Instruction, Intervention, Standards
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