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Arturo Cortez; José Ramón Lizárraga; Edward Rivero – Reading Research Quarterly, 2024
This article reports on findings from a social design-based study conducted with an intergenerational group of youth, educators and researchers participating in the Learning to Transform (LiTT) Gaming Lab. We advance the notion of AlgoRitmo Literacies, to highlight the ingenuity of youth and educators as they used a tool called Character AI to…
Descriptors: Algorithms, Artificial Intelligence, Latin American Culture, Literacy
Thomas Kraska – Journal of Chemical Education, 2022
An educational lattice model is proposed for the investigation of the influence of the density and indirectly of the pressure on the chemical equilibrium of the ideal gas phase reaction A [equilibrium] 2B. The model can be introduced by a board game simulating a stochastic process. This game can also be used to set up a corresponding computer…
Descriptors: Secondary School Students, Secondary School Science, Chemistry, Science Instruction
Athanasios Christopoulos; Stylianos Mystakidis; Justyna Kurczaba; Mikko-Jussi Laakso; Chrysostomos Stylios – International Journal of Science and Mathematics Education, 2024
Previous studies have found positive effects of Game-Based Learning for mathematics. While most studies assume that this effect is explained by the presence of flow/immersion during games, this has not yet been established. The aim of the current study is to verify if immersion indeed is associated with mathematical skills improvement when using a…
Descriptors: Computer Simulation, Educational Games, Mathematics Skills, Mathematics Achievement
Susie Gronseth; Amani Itani; Kathryn Seastrand; Bettina Beech; Marino Bruce; Thamar Solorio; Ioannis Kakadiaris – Journal of Interactive Learning Research, 2025
This study examines the design, implementation, and evaluation of a Digital Educational Escape Room (DEER) titled "Escape from the Doctor's Office," developed to enhance artificial intelligence/machine learning (AI/ML) literacy. Grounded in constructivist pedagogy and behaviorist principles, the DEER was designed using the ADDIE…
Descriptors: Educational Games, Artificial Intelligence, Technological Literacy, Teamwork
Shian-Shyong Tseng; Tsung-Yu Yang; Wen-Chung Shih; Bo-Yang Shan – Interactive Learning Environments, 2024
In this paper, to handle the problem of the quick evolution of cyber-security attacks, we developed the iMonsters board game and proposed the attack and defense knowledge self-evolving algorithm. Three versions of the iMonsters were launched in 2013, 2017, and 2019, respectively. Accordingly, the cyber-security ontology can be refined by the…
Descriptors: Educational Games, Computer Security, Computer Science Education, Game Based Learning
Florian Schimanke; Robert Mertens; Oliver Vornberger – Interactive Technology and Smart Education, 2014
Purpose: The purposes of this paper are to implement a spaced repetition algorithm into a learning game, analyze the pros and cons of this implementation and make different considerations about designing the game to make the algorithm work in an optimal way. While games offer a promising way of engaging and motivating learners to deal with a…
Descriptors: Repetition, Educational Games, Video Games, Handheld Devices
Martinez, Michael E. – Phi Delta Kappan, 1998
Many important human activities involve accomplishing goals without a script. There is no formula for true problem-solving. Heuristic, cognitive "rules of thumb" are the problem-solver's best guide. Learners should understand heuristic tools such as means-end analysis, working backwards, successive approximation, and external representation. Since…
Descriptors: Algorithms, Discovery Learning, Educational Games, Elementary Secondary Education

Ginat, David – International Journal of Mathematical Education in Science and Technology, 2001
Presents an approach for illustrating, on an intuitive level, the significance of loop invariants for algorithm design and analysis. The illustration is based on mathematical games that require the exploration of regularities via problem-solving heuristics. (Author/MM)
Descriptors: Algorithms, Educational Games, Heuristics, Higher Education

Goldberg, Adele – Computers and Education, 1979
Proposes a programing design curriculum based on three conceptual areas: process, symbolic representation, and methods of interpretation; and describes computer games and simulations in which design skills of simple and conditional sequencing, rule or constraint specification, hypothesis testing, and modeling are employed. (Author/CMV)
Descriptors: Algorithms, Computer Assisted Instruction, Computer Science Education, Computer Software

Ewbank, William A.; Ginther, John L. – Arithmetic Teacher, 1984
A collection of games and puzzles that teachers can use to replace or supplement the usual textbook subtraction examples involving large numbers is given. Most of the nine activities are self-checking. (MNS)
Descriptors: Algorithms, Computation, Drills (Practice), Educational Games

Litwiller, Bonnie H.; Duncan, David R. – Mathematics Teacher, 1982
The game of Yahtzee is discussed in terms of the various outcomes of turns in the game and their point values and the probabilities associated with achieving specific combinations of dice values. Several tables and methods of table construction are noted, and several challenge exercises are included. (MP)
Descriptors: Algorithms, Educational Games, Equations (Mathematics), Games

Thiagarajan, Sivasailam; Pasigna, Aida L. – Simulation and Games, 1985
Describes basic structure of a framegame, Chain Gang, in which self-instructional modules teach a cognitive skill. Procedures are presented for loading new content into the game's basic framework to teach algorithms or heuristics and for game modification to suit different situations. Handouts used in the basic game are appended. (MBR)
Descriptors: Algorithms, Design, Educational Games, Formative Evaluation

Murphy, Michael J.; And Others – Simulation and Games, 1982
Describes NEGOTIATE, an interactive computer model that synthesizes bargaining theories into algorithmic functions capable of simulating complex labor relations. The models employed in the simulation, the instructional dimension of NEGOTIATE, and various applications of the game are discussed. A seven-item reference list is included. (Author/JL)
Descriptors: Algorithms, Collective Bargaining, Computer Oriented Programs, Decision Making

Thompson, Charles S.; Van de Walle, John – Arithmetic Teacher, 1980
A method is presented for helping children make a smooth transition from using manipulative materials to using symbols only in solving multidigit addition problems. (MP)
Descriptors: Addition, Algorithms, Educational Games, Elementary Education

Thompson, Charles S.; Van de Walle, John – Arithmetic Teacher, 1981
A teaching sequence providing a smooth transition from concrete materials to the subtraction algorithm is presented. (MP)
Descriptors: Algorithms, Educational Games, Elementary Education, Elementary School Mathematics
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