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Fulton, Jared N. – Online Submission, 2019
Gamification is a term first coined early in the 21st century, and the application of its principles has been seen in the business world. Department stores, convenient stores, airlines, and credit card companies have implemented loyalty points to keep customers buying their products. From the business world, to the daily lives of students,…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Self Determination
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Witherspoon, Lisa; Manning, John P. – American Journal of Play, 2012
The authors examine technology-driven games--especially active gaming--as an evolving form of children's play. They offer an overview of play and its developmental benefits, describe the literature on the emergence of technology-driven play, and reflect on the diminishment of physical play in contemporary culture. They suggest that active gaming,…
Descriptors: Play, Educational Games, Computer Games, Video Games
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Davis, Dexter J. – College Student Journal, 2012
Estimates are that 32 million people currently play fantasy football every year. Project Based Learning (PBL) is one method of engaging students in the educational process. This paper outlines a semester long project undertaken by undergraduate sport management students that uses fantasy football as a vehicle to enhance student knowledge of basic…
Descriptors: Student Motivation, Evidence, Active Learning, Business Administration Education
Broodryk, Retief; van den Berg, Pieter Hendrick – Online Submission, 2011
The aims of this study were firstly to determine the players' perceptions of their respective coaches' coaching effectiveness and secondly, determine the difference between big and small schools of the players' perceptions of their respective coaches' coaching effectiveness. Four hundred and seventy six players from 22 schools were asked to fill…
Descriptors: Likert Scales, Measures (Individuals), Program Effectiveness, High Schools
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Houtman, Anne M.; Walker, Sean – Journal on Excellence in College Teaching, 2010
The authors tested the predictions of a game theory model of plagiarism, using a test population of student papers submitted to an online plagiarism detection program, over five semesters in a non-majors biology course with multiple sections and high enrollment. Consistent with the model, as the probability of detection and the penalty if caught…
Descriptors: Majors (Students), Game Theory, Plagiarism, Biology
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Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot – British Journal of Educational Technology, 2012
This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…
Descriptors: Ethnicity, Academic Achievement, Statistical Analysis, Grade 2