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Tansley, Carole; Hafermalz, Ella; Dery, Kristine – European Journal of Training and Development, 2016
Purpose: The purpose of this paper is to examine the relationship between the use of sophisticated talent selection processes such as gamification and training and development interventions designed to ensure that candidates can successfully navigate the talent assessment process. Gamification is the application of game elements to non-game…
Descriptors: Talent Development, Educational Games, Video Games, Computer Games
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Ruggiero, Dana; Garcia de Hurtado, Belen; Watson, William R. – International Journal of Game-Based Learning, 2013
In this study, the authors examined juvenile offender experiences in Project Tech, a research-based educational pilot program to teach socially responsible serious game development at a major Midwest university's Games Lab. Using open-ended interviews, learner feedback surveys, and learner journaling during the program, the researchers examined…
Descriptors: Juvenile Justice, Delinquency, Intervention, Pilot Projects
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Owens, John E. – Mathematics Teaching in the Middle School, 1995
Describes how graphing calculators can be used to explore different functions, from linear to higher degree polynomials. "Globs" (circles) are drawn around randomly plotted points on the screen, and students devise functions that pass through as many of these globs as possible. Variations on the game are also mentioned. (DPM)
Descriptors: Algebra, Computer Games, Cooperative Learning, Discovery Learning
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Leutner, Detlev – Learning and Instruction, 1993
System-initiated adaptive advice and learner-requested nonadaptive background information were investigated in computer simulation game experiments with 64 seventh graders, 38 college students, and 80 seventh and eighth graders in Germany. Results are discussed in terms of theories of problem solving, intelligence, memory, and information…
Descriptors: Background, Cognitive Processes, College Students, Computer Assisted Instruction
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Taylor, Lyn – Arithmetic Teacher, 1991
Presents activities employing LOGO to help create situations that enable students to make meaningful cognitive connections while exploring mathematical relationships. Activities explore the concepts of angles and rotations, progressing from off-line to on-line activities with suggested extensions. (MDH)
Descriptors: Cognitive Development, Computer Assisted Instruction, Computer Games, Computer Uses in Education