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Demir, Ümit – ECNU Review of Education, 2022
Purpose: This study aims to research the impact of the e-learning environment, in which game-based education software was used, on the learning of students with intellectual disabilities. Design/Approach/Methods: The study group consisted of 34 students with intellectual disabilities studying at a special education vocational school in C¸…
Descriptors: Students with Disabilities, Geometric Concepts, Educational Games, Game Based Learning
Bibic, Lucka; Druskis, Justinas; Walpole, Samuel; Angulo, Jesus; Stokes, Leanne – Journal of Chemical Education, 2019
Virtual reality (VR) technology has been capturing the public imagination for decades. VR software applications that allow for interactive immersion are emerging as a renowned medium in many areas, including educating the public in biochemistry-related subjects via public engagement events. This report provides information about an immersive,…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Computer Software
Federley, Maija; Sorsa, Timo; Paavilainen, Janne; Boissonnier, Kimo; Seisto, Anu – International Association for Development of the Information Society, 2014
This position paper presents the first results of an on-going project, in which we explore rapid prototyping method to efficiently produce digital learning solutions that are commercially viable. In this first phase, rapid game prototyping and an iterative approach was tested as a quick and efficient way to create learning games and to evaluate…
Descriptors: Models, Telecommunications, Educational Games, Simulated Environment
Udvaros, József; Gubán, Miklós – Acta Didactica Napocensia, 2016
The world all around us is rapidly developing. We are witnessing the rapid evolution of technology and communication. This means new challenges and responsibilities to future strategies and attitudes. Today's operating systems and development environments apply the principle of OOP; therefore today's developments are inconceivable without the…
Descriptors: Programming, Computer Science Education, Programming Languages, Computer Software
Regional Educational Laboratory Mid-Atlantic, 2015
This webinar provided an overview of the research behind literacy for second language learners, the different variables that influence a second language learners' reading abilities, and strategies to improve instruction for these students. Drawing from her research and experience, Dr. Esther Geva discussed the different skills and variables that…
Descriptors: English Language Learners, Seminars, Web Based Instruction, Computer Software
Chen, Chia-Li Debra; Yeh, Ting-Kuang; Chang, Chun-Yen – EURASIA Journal of Mathematics, Science & Technology Education, 2016
This study examines whether a Role Play Game (RPG) with embedded geological contents and students' anticipation of an upcoming posttest significantly affect high school students' achievements of and attitudes toward geology. The participants of the study were comprised of 202 high school students, 103 males and 99 females. The students were…
Descriptors: Grade 10, High School Students, Geology, Outcomes of Education
Howard-Jones, Paul; Holmes, Wayne; Demetriou, Skevi; Jones, Carol; Tanimoto, Eriko; Morgan, Owen; Perkins, David; Davies, Neil – Learning, Media and Technology, 2015
Many have warned against a direct "brain scan to lesson plan" approach when attempting to transfer insights from neuroscience to the classroom. Similarly, in the effective design and implementation of learning technology, a judicious interrelation of insights associated with diverse theoretical perspectives (e.g., neuroscientific,…
Descriptors: Brain, Neurology, Educational Technology, Technology Uses in Education
Shelton, Brett E.; Scoresby, Jon – Educational Technology Research and Development, 2011
We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…
Descriptors: Instructional Design, Educational Games, Computers, Grade 9
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Siko, Jason; Barbour, Michael; Toker, Sacip – Journal of Computers in Mathematics and Science Teaching, 2011
To date, research involving homemade PowerPoint games as an instructional tool has not shown statistically significant gains in student performance. This paper examines the results of a study comparing the performance of students in a high school chemistry course who created homemade PowerPoint games as a test review with the students who used a…
Descriptors: Educational Games, Instructional Materials, Computer Software, Teaching Methods
Hsiao, Kuei-Fang; Chen, Nian-Shing; Huang, Shih-Yu – Interactive Learning Environments, 2012
Because of a shortage of physical exercise, concerns about adolescents have recently been raised in Taiwan. In educational environments where student exercise has been limited by scheduling constraints and the lack of physical exercise has become a vital problem, "learning while exercising" may be part of a possible solution. This study…
Descriptors: Foreign Countries, Exercise, Science Achievement, Computer Assisted Instruction
Danielson, Christopher; Jenson, Eric – Mathematics Teacher, 2008
The Wednesday before Thanksgiving presents a challenge to teachers in many U.S. schools. Some students are absent because they are traveling to be with their extended families for the holiday. Other students, assuming that nothing important will happen at school when so many of their peers are absent, may also be absent. One school's solution to…
Descriptors: High School Students, Probability, Teaching Methods, Handheld Devices
Green, Mary; McNeese, Mary Nell – International Journal on E-Learning, 2007
Students entering high school and college today grew up playing digital games. It is part of their culture and they are comfortable with the media. Like it or not, the games have changed the way current students learn. Unfortunately, teachers are often reluctant to change the way they teach or to incorporate games into their pedagogy. This article…
Descriptors: Teaching Methods, Online Courses, Computer Software, Computer Uses in Education
Canada, Dan; Goering, Dave – Mathematics Teacher, 2008
Played in university classes for preservice teachers as well as in middle and high schools, the River Crossing Game depends on the sum of tosses of two fair dice. This paper describes the game as well as some lines of thinking about winning strategies, which are not obvious even with an understanding of the overall distribution for the sum of two…
Descriptors: Preservice Teachers, Secondary School Mathematics, Preservice Teacher Education, Middle School Students
Papastergiou, Marina – Computers & Education, 2009
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical…
Descriptors: Questionnaires, Computer Science Education, Females, Program Effectiveness
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