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Thevenin, Benjamin – Journal of Media Literacy Education, 2020
This article describes "Dark Ride: Disneyland" - a mobile game that encourages Disneyland guests to critically consider Disney's representations of history, culture, and technology. The game was the creation of a group of faculty, students and professionals associated with Brigham Young University. The article contextualizes the game and…
Descriptors: Corporations, Educational Games, Media Literacy, Handheld Devices
Wendt, Staci; Rice, John; Nakamoto, Jonathan – WestEd, 2019
Spatial-Temporal Math (ST Math) is game-based, instructional software for K-12 students created by the MIND Research Institute (MIND). ST Math is integrated into classroom instruction, but can also be used in a computer lab or at home. The ST Math software games begin without language and symbol abstractions by posing math programs as purely…
Descriptors: Educational Games, Mathematics Education, Mathematics Instruction, Computer Software
Wendt, Staci; Rice, John; Nakamoto, Jonathan – WestEd, 2014
The MIND Research Institute contracted with the Evaluation Research Program at WestEd to conduct an independent assessment of mathematics outcomes in elementary school grades across California that were provided with the ST Math program. Spatial-Temporal (ST) Math is a game-based instructional software designed to boost K-5 and secondary-level…
Descriptors: Educational Games, Computer Software, Teaching Methods, Elementary School Mathematics
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2015
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two…
Descriptors: Social Networks, Cognitive Processes, Professional Development, Active Learning
Kim, Chung On – ProQuest LLC, 2010
Many people in general think that digital game environment has potential as a learning environment. However, empirical research in digital game environment and education is a still relative young field, so to create a digital learning environment where students are actively engaged in the learning process is a great challenge. In part, it has been…
Descriptors: Learning Theories, Intelligent Tutoring Systems, Educational Environment, Educational Games
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Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
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Kim, Julia M.; Hill, Randall W., Jr.; Durlach, Paula J.; Lane, H. Chad; Forbell, Eric; Core, Mark; Marsella, Stacy; Pynadath, David; Hart, John – International Journal of Artificial Intelligence in Education, 2009
Negotiation skills are essential in everyday life, whether in a professional or personal context. Negotiation enables two parties to address misunderstandings and avoid conflicts through an exchange that depends as much on the interpersonal skills of the negotiators as the tactics employed. Acquiring these skills requires not only sound conceptual…
Descriptors: Foreign Countries, Concept Formation, Cultural Context, Intelligent Tutoring Systems
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2015
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two…
Descriptors: Information Technology, Educational Technology, Student Attitudes, Online Courses
Hoffman, Bart – HyperNexus, 1997
Provides special instructions for "The Wonderful World of Time," a Macintosh tutorial developed by gifted sixth graders in the Keppel Union School District in California for grade 1 students learning how to tell time on analog clocks. The game won the HyperSIG's software development contest and was displayed at the National Educational…
Descriptors: Academically Gifted, Computer Software, Educational Games, Grade 1
Green, Patricia J.; Sha, Mandy; Liu, Lu – RTI International, 2011
In 2001, the U.S. Department of Education and the Ministry of Education in China entered into a bilateral partnership to develop a technology-driven approach to foreign language learning that integrated gaming, immersion, voice recognition, problem-based learning tasks, and other features that made it a significant research and development pilot…
Descriptors: Foreign Countries, English (Second Language), Middle School Students, Partnerships in Education