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Showing 1 to 15 of 23 results Save | Export
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Amelia Rubenstein; Alexandra Eisler; Caroline Harmon-Darrow; Nadine Finigan-Carr – Journal of Adult and Continuing Education, 2024
Child sex trafficking (CST) is the exchange of something of value for any sexual act with a minor. Public child welfare agencies are responsible for serving CST victims. In response to the critical need for training child welfare workers on engaging survivors of CST, we describe an innovative game-based training model used to train over 1000…
Descriptors: Game Based Learning, Child Welfare, Sexual Abuse, Victims of Crime
Rossley, Amanda Crim – ProQuest LLC, 2023
Registered nurses (RNs) working in today's healthcare environment must consistently learn new knowledge and skills, keep abreast of practice changes, and implement strategies to improve patient outcomes. However, healthcare organizations face significant challenges as they attempt to facilitate efficient training. Nursing professional development…
Descriptors: Nurses, Professional Development, Gamification, Educational Games
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Brad Jones; Narelle Eather; Andrew Miller; Philip J. Morgan – Physical Education and Sport Pedagogy, 2024
Background: There is a growing body of evidence showing the benefits to coaches and players in adopting a game-based pedagogical approach. Whilst the evidence in support of a game-based pedagogy continues to rise it is acknowledged that the complex art form of coaching is a uniquely personal one, where the coach may draw on previous first-hand…
Descriptors: Professional Development, Team Sports, Athletic Coaches, Randomized Controlled Trials
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Jazihan Mahat; Norlidah Alias; Farrah Dina Yusop – Interactive Learning Environments, 2023
Interest in the practice of gamification has grown rapidly in the field of education and training. Organisations implement gamification in various areas to boost employee motivation, including professional training. The present study comprises a systematic literature review on gamified professional training among employees. It was guided by the…
Descriptors: Game Based Learning, Learning Management Systems, Professional Development, Research Reports
Coleen Briggs – ProQuest LLC, 2021
The popularity of gaming has grown exponentially over the past twenty years, spanning the mediums of video games, simulations, role-playing games, and board games. Previous research into game-based learning and skill development has highlighted the neurological, mental, physical, and emotional benefits of gaming (Bediou et al., 2018; Chohan et…
Descriptors: Gamification, Leadership Training, Industrial Training, Nonprofit Organizations
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Havva Yaman; Carla Sousa; Pedro Pinto Neves; Filipe Luz – Electronic Journal of e-Learning, 2024
In addition to being a fundamental part of human culture, games are also important for social interaction, personal growth, and development. These premises have led to a growing body of research on game-based learning (GBL) as a pedagogical advance in both formal and informal education. Even though GBL has many potential benefits, some challenges…
Descriptors: Game Based Learning, Educational Games, Teacher Attitudes, School Policy
Lorraine Raqueno Catienza – ProQuest LLC, 2024
Western Pacific educational institutions are investing heavily in technology in classrooms to meet the needs of K-12 students. Measuring the effective use of digital technologies in the learning environment has become a routine part of monitoring and evaluating classroom instruction. One area of technology integration that has seen tremendous…
Descriptors: Elementary Secondary Education, Elementary School Teachers, Secondary School Teachers, Game Based Learning
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Udeozor, Chioma; Toyoda, Ryo; Russo Abegão, Fernando; Glassey, Jarka – Higher Education Pedagogies, 2021
Virtual Reality (VR) games and simulations are increasingly being used to provide highly interactive, engaging and contextual learning experiences for learners in otherwise risk-prone environments, such as those obtained in chemical engineering and industrial domains. Understanding the intention of users towards this technology for education and…
Descriptors: Computer Simulation, Game Based Learning, Chemical Engineering, Engineering Education
James Russo; Anne Roche – Mathematics Education Research Group of Australasia, 2024
In this paper we explored primary school teachers preference for different game modes to support mathematics teaching and learning. Eighty-four teachers played digital and non-digital addition and subtraction games that were functionally equivalent during professional learning workshops. Most teachers indicated that they would be more likely to…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Teachers, Professional Development
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Jason T. Downer; Summer S. Braun; Catherine P. Bradshaw; Lauren Elreda; Xavier Elzie; Alexa Budavari; Nicholas S. Ialongo; Patrick H. Tolan – Grantee Submission, 2024
Early career teachers experience exceptionally high rates of attrition from the profession, often due in part to elevated concerns about student behavior and poor occupational health. This study reports findings from a randomized controlled trial testing the combined effect of the PAX Good Behavior Game and MyTeachingPartner™ for 188 early career,…
Descriptors: Elementary School Teachers, Beginning Teacher Induction, Beginning Teachers, Teacher Student Relationship
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Robberts, Anna S.; Van Ryneveld, Linda – Industry and Higher Education, 2022
Educators are drawn into a battle for student attention and engagement in any learning environment. This article describes how a learning environment can be changed into a game-based activity to ensure student engagement. Modules aimed at the professional development of students present numerous challenges in the structuring of learning…
Descriptors: Higher Education, Students, Engineering Education, Game Based Learning
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Higueras-Rodríguez, Lina; Medina-García, Marta; Martínez-Valdivia, Estefanía – European Journal of Educational Research, 2021
This research presents an analysis of the value given to the game as an educational resource on social networks. The purpose of this study is to analyze the discourse on Twitter of the different educational agents (teachers and other educational professionals) to know the value given to the use of this tool and how the social network is an…
Descriptors: Game Based Learning, Educational Games, Elementary School Teachers, Secondary School Teachers
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Ding, Ai-Chu Elisha; DuBois, Jessica; Shaver, Erik J.; Bradley-Levine, Jill; Siebert, Cathy J.; Giraldo-Garcia, Regina – PDS Partners: Bridging Research to Practice, 2022
This study describes the process of forming a school-university partnership to support the professional growth of our pre-service teachers and the in-service teachers at one partner school district and improving middle school students' science learning amid the pandemic.
Descriptors: Science Education, Game Based Learning, Achievement Gains, College School Cooperation
McCallister, Alice – ProQuest LLC, 2019
Organizational demand for integrating gamification into existing electronic learning platforms has increased. The increased demand for gamification has become an issue for IS professionals when they must integrate it into electronic learning systems. This qualitative single case study explored the technical challenges information systems (IS)…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Information Systems
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Hummel, Hans G. K.; Nadolski, Rob J.; Eshuis, Jannes; Slootmaker, Aad; Storm, Jeroen – British Journal of Educational Technology, 2021
Introductory Psychology courses in Higher Education lack application of knowledge in solving work-based problems. We develop and study mini-games that support a more active and experiential way of learning to increase professional awareness. This paper describes the instructional design and the factors under study: learner control and…
Descriptors: Educational Games, Game Based Learning, Introductory Courses, Psychology
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