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Storm, Colin H.; Penner, Anna – Communication Teacher, 2023
Students typically find research methods and statistics classes intimidating. In particular, learning different types of data measurement and operationalization can take significant time and practice to understand. Utilizing a pedagogical approach that turns a party game into a fun exercise, students collaboratively learn to operationalize…
Descriptors: Research Methodology, Statistics, Game Based Learning, Educational Games
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Toshiya Arakawa; Haruki Miyakawa – Technology, Knowledge and Learning, 2025
Data science education in Japan extends from elementary to high school students. However, some studies show that this has not enhanced interest or curiosity in data science. Therefore, gamification appears to be an efficient method for encouraging high school students' interest in data science, with research indicating that video games are…
Descriptors: Data Science, Educational Games, Statistics Education, Foreign Countries
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Frischemeier, Daniel; Leavy, Aisling – Teaching Statistics: An International Journal for Teachers, 2020
Posing statistical questions is a fundamental and often overlooked component of statistical inquiry. In this paper, we provide an overview of shared understandings regarding what constitutes a good statistical question. We then describe three approaches--a checklist for improving statistical questions, a three-phase feedback activity, and a…
Descriptors: Statistics, Teaching Methods, Questioning Techniques, Check Lists
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Ponomarenko, Alexey N.; Svirina, Ekaterina M. – Statistics Education Research Journal, 2020
Typically, training in Russia for professionals includes school, university, and postgraduate education. People make their choice regarding university or job after school, and they choose jobs after university. These are very sensitive matters. Help in making the right choice is a real asset. The Russian Association of Statisticians (RASt) is an…
Descriptors: Foreign Countries, Statistics, Mathematics Education, Professional Associations
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Werning, Stefan – Journal of Media Literacy Education, 2020
This article explores how making data playable, i.e. developing exploratory co-creation techniques that use elements of play and games to interpret small to mid-sized datasets beyond the current focus on visual evidence, can help a) promote creative data literacy in higher education, and b) expand existing definitions of data literacy. The article…
Descriptors: Play, Data Interpretation, Creativity, Data Analysis
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Mannino, Michael V.; Khojah, Mohammed; Gregg, Dawn G. – Journal of Information Systems Education, 2021
This paper describes an innovative approach for teaching the challenges in the management of data warehouse development. The approach contains lecture material providing conceptual background about the management of data warehouse development, a simulation game supporting experiential learning, and a post-play debriefing to support synthesis of…
Descriptors: Game Based Learning, Simulation, Data Analysis, Teaching Methods
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Dæhli, Olav; Kristoffersen, Bjørn; Lauvås, Per, Jr.; Sandnes, Tomas – Electronic Journal of e-Learning, 2021
Data modeling is an essential part of IT studies. Learning how to design and structure a database is important when storing data in a relational database and is common practice in the IT industry. Most students need much practice and tutoring to master the skill of data modeling and database design. When a student is in a learning process,…
Descriptors: Game Based Learning, Educational Games, Computer Games, Information Technology
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Klemke, Roland; Eradze, Maka; Antonaci, Alessandra – Education Sciences, 2018
Recently, research has highlighted the potential of Massive Open Online Courses (MOOCs) for education, as well as their drawbacks, which are well known. Several studies state that the main limitations of the MOOCs are low completion and high dropout rates of participants. However, MOOCs suffer also from the lack of participant engagement,…
Descriptors: Educational Games, Online Courses, Educational Research, Data Collection
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Costin, Yvonne; O'Brien, Michael P.; Slattery, Darina M. – International Journal of Teaching and Learning in Higher Education, 2018
Entrepreneurs need to develop a range of skills to be successful, including skills in decision making, risk management, problem solving, communication, and teamwork. Games and simulations are increasingly being used in both academia and business to encourage such skills development. This paper describes a business simulation module whereby…
Descriptors: Foreign Countries, Graduate Students, Business Administration Education, Entrepreneurship
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Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald – Electronic Journal of e-Learning, 2016
In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…
Descriptors: Foreign Countries, Undergraduate Students, Educational Games, Sustainability
Santos, Olga Cristina, Ed.; Boticario, Jesus Gonzalez, Ed.; Romero, Cristobal, Ed.; Pechenizkiy, Mykola, Ed.; Merceron, Agathe, Ed.; Mitros, Piotr, Ed.; Luna, Jose Maria, Ed.; Mihaescu, Cristian, Ed.; Moreno, Pablo, Ed.; Hershkovitz, Arnon, Ed.; Ventura, Sebastian, Ed.; Desmarais, Michel, Ed. – International Educational Data Mining Society, 2015
The 8th International Conference on Educational Data Mining (EDM 2015) is held under auspices of the International Educational Data Mining Society at UNED, the National University for Distance Education in Spain. The conference held in Madrid, Spain, July 26-29, 2015, follows the seven previous editions (London 2014, Memphis 2013, Chania 2012,…
Descriptors: Data Analysis, Educational Research, Computer Uses in Education, Integrated Learning Systems
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Novak, Elena; Johnson, Tristan E.; Tenenbaum, Gershon; Shute, Valerie J. – Interactive Learning Environments, 2016
The study explored instructional benefits of a storyline gaming characteristic (GC) on learning effectiveness, efficiency, and engagement with the use of an online instructional simulation for graduate students in an introductory statistics course. A storyline is a game-design element that connects scenes with the educational content. In order to…
Descriptors: Teaching Methods, Statistics, Educational Games, Instructional Effectiveness
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Monk, Ellen F.; Lycett, Mark – Education and Information Technologies, 2016
Enterprise Resource Planning Systems (ERP) are very large and complex software packages that run every aspect of an organization. Increasingly, ERP systems are being used in higher education as one way to teach business processes, essential knowledge for students competing in today's business environment. Past research attempting to measure…
Descriptors: Management Systems, Information Systems, Strategic Planning, Computer Software
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Barata, Gabriel; Gama, Sandra; Jorge, Joaquim; Gonçalves, Daniel – International Journal of Game-Based Learning, 2014
Gamification of education is a recent trend, and early experiments showed promising results. Students seem not only to perform better, but also to participate more and to feel more engaged with gamified learning. However, little is known regarding how different students are affected by gamification and how their learning experience may vary. In…
Descriptors: Educational Games, Learning Experience, College Students, Learning Strategies
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Kordaki, Maria; Papastergiou, Marina; Psomos, Panagiotis – Education and Information Technologies, 2016
The aim of this work was twofold. First, an empirical study was designed aimed at investigating the perceptions that entry-level non-computing majors--namely Physical Education and Sport Science (PESS) undergraduate students--hold about basic Computer Literacy (CL) issues. The participants were 90 first-year PESS students, and their perceptions…
Descriptors: Undergraduate Students, Student Attitudes, Computer Assisted Instruction, Educational Games
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