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Y. Vijaya Lakshmi; Ishfaq Majid – Online Submission, 2025
Games play a very important role in promoting incidental learning and help in exploring both the conscious and subconscious processes such as insight of a learner. Digital Game-Based Learning and assessments are now an integral part of educational practices. When designed effectively digital games can take the learners from the stage of…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Thinking Skills
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Benjamin Emihovich – TechTrends: Linking Research and Practice to Improve Learning, 2024
Serious games, board games, and well-designed commercial video games represent emerging technologies that have been utilized by instructors to help students develop systems thinking skills. In this paper, the author proposes an innovative pedagogical framework that can support educators using digital game-based learning in higher education. By…
Descriptors: Game Based Learning, Technology Uses in Education, Thinking Skills, Systems Approach
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Martí-Parreño, José; Galbis-Córdova, Amparo; Currás-Pérez, Rafael – Innovations in Education and Teaching International, 2021
Despite an increasing academic attention towards both gamification and competencies-based education, little is known about Higher Education teachers' beliefs regarding the use of gamification to develop students' competencies. To fill this research gap, concept mapping was used to cluster teachers' beliefs in 4 dimensions regarding the use of…
Descriptors: Teacher Attitudes, Game Based Learning, Competency Based Education, College Faculty
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Yanjun Pan; Elizabeth L. Adams; Leanne R. Ketterlin-Geller; Eric C. Larson; Corey Clark – Educational Technology Research and Development, 2024
Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their…
Descriptors: Middle School Students, Game Based Learning, Mathematics Education, Computation
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Henderson, Nathan; Kumaran, Vikram; Min, Wookhee; Mott, Bradford; Wu, Ziwei; Boulden, Danielle; Lord, Trudi; Reichsman, Frieda; Dorsey, Chad; Wiebe, Eric; Lester, James – International Educational Data Mining Society, 2020
In recent years, game-based learning has shown significant promise for creating engaging and effective learning experiences. Developing models that can predict whether students will struggle with mastering certain concepts could guide adaptive support to assist students with mastering those concepts. Game-based learning environments offer…
Descriptors: Competency Based Education, Game Based Learning, Student Evaluation, Evaluation Methods
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Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen; Chang, Shao-Chen; Chu, Hui-Chun – Interactive Learning Environments, 2023
In the past decades, collaborative game-based learning has been used to facilitate students' learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students' learning performance and motivation, unequal participation could negatively influence the learning effectiveness of…
Descriptors: Museums, Science Education, Critical Thinking, Competency Based Education
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Hernandez-Pozas, Olivia; Carreon-Flores, Horacio – Journal of Teaching in International Business, 2019
New generations of International Business (IB) students include the Centennials, also known as Generation Z. These students have experienced their whole life in a virtual and physical reality. They learn differently than previous generations and have an even shorter span of attention than Millennials. We -- IB educators -- need to acknowledge…
Descriptors: Business Administration Education, Teaching Methods, Computer Simulation, Intercultural Communication
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Reinders, Hayo, Ed.; Ryan, Stephen, Ed.; Nakamura, Sachiko, Ed. – New Language Learning and Teaching Environments, 2019
This book examines a wide range of innovations in language learning and teaching in Japan. Each of the chapters describes the impetus for a change or new development in a particular context, from early childhood to adult learning, details its implementation and provides an evaluation of its success. In doing so, they provide a comprehensive…
Descriptors: Instructional Innovation, Second Language Learning, Foreign Countries, English (Second Language)
Winthrop, Rebecca; Ziegler, Lauren; Handa, Rhea; Fakoya, Foluyinka – Center for Universal Education at The Brookings Institution, 2019
Humans are born with the natural ability to gain skills through play. Children learn about social norms, roles and responsibilities, and language through curiosity-driven, playful interactions and activities. Learning through play harnesses the power of children's imagination and inspires active engagement with the material. The Center for…
Descriptors: Play, Academic Achievement, Educational Innovation, Student Centered Learning
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Mack Shelley, Editor; Omer Tayfur Ozturk, Editor – International Society for Technology, Education, and Science, 2024
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on April 27-30, 2024, in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, discuss theoretical and…
Descriptors: STEM Education, Second Language Learning, Second Language Instruction, English (Second Language)