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Southgate, Erica – Routledge, Taylor & Francis Group, 2020
"Virtual Reality in Curriculum and Pedagogy" explores the instructional, ethical, practical, and technical issues related to the integration of immersive virtual reality (VR) in school classrooms. The book's original pedagogical framework is informed by qualitative and quantitative data collected from the first-ever study to embed…
Descriptors: Computer Simulation, Technology Integration, Secondary Education, Secondary School Science
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Sandoval, Scott; Lamb, Jodi A. – International Journal of Technology in Education, 2023
With the changes in the educational landscape, holding students' attention has become an even more crucial point. Educators are having to find creative ways and means to engage students and make learning 'fun'. There have been numerous research studies to show that gamification can be used to drive student engagement, achievement, and reinforce…
Descriptors: Game Based Learning, Advanced Placement, Learner Engagement, Teaching Methods
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Demir, Elif Çelebi; Ari, Asim – Anatolian Journal of Education, 2023
The aim of the study is to reveal the teachers' view about 8th grade English Course book and educational programme about vocabulary teaching. The study is valuable for examining 8th grade English teaching programme and course book in terms of vocabulary teaching and revealing the current situation in the programme and the course book. Vocabulary…
Descriptors: Grade 8, Second Language Learning, Second Language Instruction, English (Second Language)
Carrillo, Erline – ProQuest LLC, 2019
This study sought to explore the relationship among gender, age and prior digital game-based learning (DGBL) experience amongst high school teachers in determining the suggested content and interest of DGBL professional development. The ultimate goal of this study was to find ways to increase the preparedness of teachers to effectively implement…
Descriptors: Educational Games, Technological Literacy, Pedagogical Content Knowledge, Technology Integration
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Gumonan, Kenn Migan Vincent C.; Fabregas, Aleta C. – Online Submission, 2021
Purpose: The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.…
Descriptors: Asian Studies, Teaching Methods, Computer Simulation, Computer Games
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Soboleva, Elena V. – European Journal of Contemporary Education, 2019
The problem of the research is due to the need to realize the didactic and interdisciplinary potential of mobile applications which are able to support the quest technology. Teachers have to understand peculiarities of organizing such a game form of activity in a digital school. The purpose of the study is to theoretically prove and experimentally…
Descriptors: Teaching Methods, Information Technology, Technology Integration, Telecommunications
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Dickey, Michele D. – Interactive Learning Environments, 2015
The purpose of this study is to investigate teachers' perceptions of the integration of digital games for K-12 education. Specifically, this qualitative investigation focuses on reflective dialogued gathered from a group of K-12 educators about their experiences and perceptions of learning about and playing digital games for teaching and learning.…
Descriptors: Computer Games, Qualitative Research, Elementary School Teachers, Secondary School Teachers
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Adukaite, Asta; Cantoni, Lorenzo – International Journal of Education and Development using Information and Communication Technology, 2016
Diffusion of digital games and the trend of gamification in various fields have increased scholars' attention on how digital games or their elements can be introduced into formal and informal learning practices. Majority of the research in this field has been conducted in economically developed regions and not so much in emerging economies. With…
Descriptors: Informal Education, Consciousness Raising, Heritage Education, Program Development
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Proctor, Michael D.; Marks, Yaela – Computers & Education, 2013
This research reports and analyzes for archival purposes surveyed perceptions, use, and access by 259 United States based exemplar Primary and Secondary educators of computer-based games and technology for classroom instruction. Participating respondents were considered exemplary as they each won the Milken Educator Award during the 1996-2009…
Descriptors: Teacher Attitudes, Elementary School Teachers, Computer Uses in Education, Educational Technology
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Alexander, Curby – Computers in the Schools, 2014
In this study, student engagement during classroom activities was investigated where sixth graders created digital media projects using historical images. The study employed a qualitative design involving observations, student artifacts, and interviews while students were creating digital storyboards using a Web-based application developed for…
Descriptors: Middle School Students, Grade 6, Learner Engagement, Production Techniques
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An, Yun-Jo; Haynes, Linda; D'Alba, Adriana; Chumney, Frances – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2016
Science teachers' experiences, attitudes, perceptions, concerns, and support needs related to the use of educational computer games were investigated in this study. Data were collected from an online survey, which was completed by 111 science teachers. The results showed that 73% of participants had used computer games in teaching. Participants…
Descriptors: Educational Games, Computer Games, Science Teachers, Teaching Experience
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Herro, Danielle – Theory Into Practice, 2015
Because traditional schools struggle to effectively understand, implement, and sustain digital learning initiatives, innovating with digital media in classrooms is a difficult endeavor. Practitioners need examples to better understand conditions necessary to move forward with digital media and learning (DML) in schools. This article provides…
Descriptors: Sustainability, Educational Technology, Technology Uses in Education, Technology Integration
Stewart, Phillip Michael, Jr. – ProQuest LLC, 2013
Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled "Learning Science Through Computer Games and Simulations" (2011). The report recommends moving beyond typical proof-of-concept…
Descriptors: Science Instruction, Educational Games, Computer Games, Computer Simulation
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Akcaoglu, Mete; Kale, Ugur – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2016
Engagement in game design tasks can help preservice teachers develop pedagogical and technical skills for teaching and promoting critical thinking and problem-solving skills. Through the design process, preservice teachers not only exercise critical-thinking and problem-solving skills, but also learn about an instructional method to support their…
Descriptors: Games, Educational Games, Computer Games, Preservice Teachers
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Alexander, Erica – Excellence in Education Journal, 2013
In America, there is a growing consensus that educational video games should be used in the classroom to meet the needs of 21st Century learners. According to the American Federation of Scientists (2006), students that "have grown up with digital technology and video games are especially poised to take advantage of the features of educational…
Descriptors: Grade 6, Reading Instruction, Video Games, Computer Simulation
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