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Barber, Connie S. – Journal of Information Systems Education, 2021
The idea that games impact learning is not new to pedagogy. Within the last decade, there has been an increased use of games for higher education, social engagement, marketing, and business training. When used within a higher education setting, a gamification system does not operate within a vacuum, but rather is imbued with and embedded in the…
Descriptors: Student Centered Learning, Game Based Learning, Educational Theories, College Students
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Fuglseth, Anna Mette; Grønhaug, Kjell; Jörnsten, Kurt – Scandinavian Journal of Educational Research, 2018
This paper reports on a study exploring master students' ability to apply their knowledge when solving an internal pricing problem in a supply chain. Analyses of 33 negotiation progress reports and 8 recordings of discussions demonstrate that most of the students were not able to apply relevant concepts and models to guide their handling of the…
Descriptors: Masters Programs, Graduate Students, Educational Games, Educational Technology
Pracana, Clara, Ed. – Online Submission, 2014
We are delighted to welcome you to the International Psychological Applications Conference and Trends 2014, taking place in Porto, Portugal, from 4 to 6 of April. Psychology, in our time, offers a large range of scientific fields where it can be applied. The goal of understanding individuals and groups (mental functions and behavioral…
Descriptors: Educational Psychology, Foreign Countries, Intervention, Prevention
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Pauli, Kevin P.; May, Douglas R.; Gilson, Richard L. – Journal of Educational Computing Research, 2003
Changing technology creates a need for additional computer-related training. A quasi-experimental study tested a theoretical framework that maintained that a playful pre-training software intervention and an individual difference, microcomputer playfulness (MCP), would combine to influence computer-related performance. Results demonstrated that…
Descriptors: Intervention, Educational Technology, Individual Differences, Quasiexperimental Design
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Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis
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Cameron, Brian; Dwyer, Francis – Journal of Interactive Learning Research, 2005
Online and computer-based instructional gaming is becoming a viable instructional strategy at all levels of education. The purpose of this study was to examine the effect of (a) gaming, (b) gaming plus embedded questions, and (c) gaming plus questions plus feedback on delayed retention of different types of educational objectives for students…
Descriptors: Educational Strategies, Educational Objectives, Feedback, Cognitive Style
Stamper, John, Ed.; Pardos, Zachary, Ed.; Mavrikis, Manolis, Ed.; McLaren, Bruce M., Ed. – International Educational Data Mining Society, 2014
The 7th International Conference on Education Data Mining held on July 4th-7th, 2014, at the Institute of Education, London, UK is the leading international forum for high-quality research that mines large data sets in order to answer educational research questions that shed light on the learning process. These data sets may come from the traces…
Descriptors: Information Retrieval, Data Processing, Data Analysis, Data Collection