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Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
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Xiao Li; Marc Mun~iz; Karlun Chun; Jonathan Tai; Francesca Guerra; Darrin M. York – Journal of Chemical Education, 2022
We report a new online suite of tools that enables inquiry-based active-learning activities to develop students' representational competence about atomic orbitals. Orbital Explorer is a Web site for the visualization and interactive investigation of atomic orbital properties. Orbital Explorer contains two integrated tools, namely, Atomic Orbital…
Descriptors: Chemistry, Active Learning, Inquiry, Educational Games
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Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
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Zhang Huiyu; Linda Fang – International Journal of Designs for Learning, 2021
Biostatistics is a second-year subject taken by Biomedical Engineering Diploma students in Temasek Polytechnic, Singapore. Gamification elements, referenced from the popular "Pokémon GO," were infused into a suite of activities. The purpose was to engage and sustain the interest of students while facilitating the successful execution of…
Descriptors: Game Based Learning, Computer Games, Active Learning, Student Projects
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Oliver, Kyle Matthew – Teaching Theology & Religion, 2019
This article presents a pedagogical approach to training seminarians for faith leadership in the era of what Heidi Campbell has called "networked religion." It argues that the increasing digital mediation of religious practice, expression, and community represents an opportunity for students to explore and inhabit ministry sites and…
Descriptors: Theological Education, Church Related Colleges, Social Change, Religion
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da Silva, Jose´ Nunes, Jr.; Lima, Mary Anne Sousa; Moreira, Joao Victor Xerez; Alexandre, Francisco Serra Oliveira; de Almeida, Diego Macedo; de Oliveira, Maria da Conceicao Ferreira; Leite, Antonio Jose´ Melo, Jr. – Journal of Chemical Education, 2017
This report provides information about an interactive computer game that allows undergraduate students to review individually stereochemistry topics in an engaging way by responding to 230 novel questions distributed at three difficulty levels. Responses from students and instructors who have played the game have been quite positive. Stereogame is…
Descriptors: Undergraduate Students, College Science, Science Instruction, Computer Uses in Education
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Smith, Carmen Petrick; Kenlan, Kris – Mathematics Teaching in the Middle School, 2016
Students' experiences with statistics and data analysis in middle school are often limited to little more than making and interpreting graphs. Although students may develop fluency in statistical procedures and vocabulary, they frequently lack the skills necessary to apply statistical reasoning in situations other than clear-cut textbook examples.…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Statistical Analysis
Carlsson-Paige, Nancy – Defending the Early Years, 2018
Many parents find it hard to make decisions about screen time for their kids because advice comes from different directions and often conflicts. In the field of child development, there are decades of theory and research that can be very helpful as a guide for screen and digital device use with young kids. These ideas can be a resource for parents…
Descriptors: Young Children, Child Development, Information Technology, Mass Media Use
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Gonzalez-Espada, Wilson J. – Physics Teacher, 2012
Many of us have played the PC Solitaire game that comes as standard software in many computers. Although I am not a great player, occasionally I win a game or two. The game celebrates my accomplishment by pushing the cards forward, one at a time, falling gracefully in what appears to look like a parabolic path in a drag-free environment. One day,…
Descriptors: Physics, Computer Games, Science Instruction, Science Activities
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Galvao, Tulio Acacio Bandeira; Neto, Francisco Milton Mendes; Campos, Marcos Tullyo; Junior, Edson de Lima Cosme – International Journal of Distance Education Technologies, 2012
The increasing demand for Software Engineering professionals, particularly Project Managers, and popularization of the Web as a catalyst of human relations have made this platform interesting for training this type of professional. The authors have observed the widespread use of games as an attractive instrument in the process of teaching and…
Descriptors: Risk Management, Active Learning, Internet, Student Projects
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Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
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Ludwig, Jessica; Green, Lauren – 1998
This paper describes the development, design, and implementation of an educational multimedia program. The program, "Jungle Quest," combined HyperStudio and word study in a game for classroom use. Methods for word study provide a carefully sequenced teaching of phonics, vocabulary, and spelling following children's natural stages of…
Descriptors: Active Learning, Computer Assisted Instruction, Computer Games, Computer Software Development