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Dreger, Kelly C.; Ticknor, Bobbie – Journal of Educators Online, 2022
The need for digital transformation is in high demand, and Extended Reality (XR) is increasing in popularity within education, business, healthcare, and entertainment. More clarification is needed on how XR can be used for meaningful experiences. In this typological article, we explain the various classifications inherent within XR environments…
Descriptors: Computer Simulation, Technology Uses in Education, Theories, Educational Strategies
Miller, Margaret; Barwood, Donna; Devine, Amanda; Boston, Julie; Smith, Sandra; Masek, Martin – Journal of School Health, 2023
Background: Obesity-driven nutrition education in schools does not appear to result in healthier adolescent food choices. This study explored food systems as an alternative pedagogical approach to engage students in nutrition education. Methods: After playing a food systems computer game, 250 13- to 16-year-old students in 5 Western Australian…
Descriptors: Foreign Countries, Adolescents, Secondary School Students, Nutrition
Lähdesmäki, Sirkku Anneli; Maunula, Minna – International Journal of Technology in Education and Science, 2022
High quality media education promotes media literacy and ensures citizens' smooth participation and engagement in the digital society. Digital media include powerful communication and interaction platforms that require new literacy skills. This study examines what new literacies can be found in the opinion writings of student teachers in relation…
Descriptors: Foreign Countries, Student Teachers, Media Literacy, Student Attitudes
Almeida, Fernando L. F. – Online Submission, 2017
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of transmitting educational content or training to the user. In the context of entrepreneurship, serious games appear…
Descriptors: Classroom Techniques, Entrepreneurship, Educational Games, Learning Strategies
Neumann, Michelle M.; Finger, Glenn; Neumann, David L. – Early Childhood Education Journal, 2017
As we progress in the 21st century, children learn to become proficient readers and writers of both digital and non-digital texts. Knowledge, skills, and understandings of literacy emerge through sociocultural interactions with non-digital tools (e.g., paper-printed books) and digital tools (e.g., touch screen tablets). However, debate is ongoing…
Descriptors: Emergent Literacy, Electronic Learning, Educational Practices, Educational Research
Nigaglioni, Irene – Childhood Education, 2017
Although mobile applications and games often seem isolating and somewhat stationary, last year's augmented reality (AR) gaming craze Pokémon Go demonstrated how technology has the potential to promote socialization, collaboration, and physical activity while still engaging users. Pokémon Go's use of AR technology, which superimposes…
Descriptors: Educational Environment, Computer Games, Technology Uses in Education, Educational Games
Siko, Jason P.; Barbour, Michael K. – Computers in the Schools, 2015
Homemade PowerPoint games are a low-tech alternative for using game design in classrooms. To date, much of the research examining the games has not shown an improvement in performance. This has led some to question whether the games are properly aligned with the instructional strategies researchers have used as justifications to support using…
Descriptors: Computer Games, Design, Student Projects, Performance
Mukundan, Jayakaran; Kalajahi, Seyed Ali Rezvani; Naghdipour, Bakhtiar – Advances in Language and Literary Studies, 2014
There is ample evidence that technology-enhanced instruction could result in students' learning. With the advancement and ever-increasing growth of technology, the use of educational electronic games or computer games in education has appealed to both educators and students. Because of their potential to enhance students' interest, motivation and…
Descriptors: Computer Games, Second Language Instruction, Second Language Learning, Educational Change
Arnab, Sylvester; Berta, Riccardo; Earp, Jeffrey; de Freitas, Sara; Popescu, Maria; Romero, Margarida; Stanescu, Ioana; Usart, Mireia – Electronic Journal of e-Learning, 2012
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid technological innovation and associated changes in the way we work and live. As well as accommodation of technology in its ever-diversifying forms, there is a fundamental need to enhance learning processes through evolution in pedagogical approaches, so…
Descriptors: Foreign Countries, Educational Games, Computer Games, Learning Processes
Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games
Amenyo, John-Thones – Journal of Educational Computing Research, 2012
Carefully engineered playable games can serve as vehicles for students and practitioners to learn and explore the programming of advanced computer architectures to execute applications, such as high performance computing (HPC) and complex, inter-networked, distributed systems. The article presents families of playable games that are grounded in…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Programming
Chee, Yam San; Mehrotra, Swati; Liu, Qiang – Electronic Journal of e-Learning, 2013
Educational systems worldwide are being challenged to respond effectively to the digital revolution and its implications for learning in the 21st century. In the present new media age, educational reforms are desperately needed to support more open and flexible structures of on-demand learning that equip students with competencies required in a…
Descriptors: Citizenship Education, Educational Change, Educational Games, Governance
Meluso, Angela; Zheng, Meixun; Spires, Hiller A.; Lester, James – Computers & Education, 2012
Many argue that games can positively impact learning by providing an intrinsically motivating and engaging learning environment for students in ways that traditional school cannot. Recent research demonstrates that games have the potential to impact student learning in STEM content areas and that collaborative gameplay may be of particular…
Descriptors: Self Efficacy, Grade 5, Educational Games, STEM Education
Silseth, Kenneth – International Journal of Computer-Supported Collaborative Learning, 2012
The purpose of this article is to gain knowledge about how interactions in a gaming context become constituted as effective resources for a student's learning trajectory. In addition, this detailed study of a learning trajectory documents how a computer game becomes a learning resource for working on a specific topic in school. The article reports…
Descriptors: Foreign Countries, Educational Resources, Teaching Methods, Conflict
Lane, H. Chad; Hays, Matthew Jensen; Core, Mark G.; Auerbach, Daniel – Journal of Educational Psychology, 2013
In the context of practicing intercultural communication skills, we investigated the role of fidelity in a game-based, virtual learning environment as well as the role of feedback delivered by an intelligent tutoring system. In 2 experiments, we compared variations on the game interface, use of the tutoring system, and the form of the feedback.…
Descriptors: Feedback (Response), Fidelity, Intercultural Communication, Communication Skills
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