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American Journal of Play, 2020
T. L.Taylor is Professor of Comparative Media Studies at Massachusetts Institute of Technology (MIT) and cofounder and Director of Research for AnyKey, an organization dedicated to supporting and developing fair and inclusive esports. She is a qualitative sociologist who has focused on internet and game studies for over two decades, and her…
Descriptors: Educational Sociology, Video Games, Computer Games, Internet
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Gibbons, Deborah E.; Freeman, Michael – Decision Sciences Journal of Innovative Education, 2022
Multirole online games offer advantages for learning in business schools, as students process information and coordinate with others while pursuing measurable goals. Gaming environments can be complex, and the choices and timing of players' actions may have long-term effects on the state of the game. Team members practice communication skills as…
Descriptors: Decision Making, Group Dynamics, Computer Games, Educational Games
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Rubleske, Joseph; Fletcher, Travis; Westerfeld, Brett – Journal of Instructional Pedagogies, 2020
Electronic sports (e-sports) can be defined as digital games played competitively for an audience (Hodge et al., 2017). With a global consumer base of roughly 450 million people and projected 2019 revenues of US$1.1 billion, the e-sports industry continues to grow (Pannekeet, 2019). Behind this growth is a thriving ecosystem which includes…
Descriptors: Computer Games, Athletics, Data Collection, Data Analysis
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Cortés, Darwin; Mantilla, César; Prada, Laura – Journal of Economic Education, 2023
The authors adapted a lab-in-the-field experiment emulating the dynamic extraction of a fishery to create a Web-based classroom experiment. The game includes a multi-player version analogous to an open-access problem and a single-player version analogous to the social planner problem. This game is helpful in introductory microeconomics courses to…
Descriptors: Web Based Instruction, Teaching Methods, Elective Courses, Animal Husbandry
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da Silva, José Nunes, Jr.; Lim, Mary Anne Sousa; Miranda, Fátima Nunes; Leite, Antonio José Melo, Jr.; Alexandre, Francisco Serra Oliveira; Assis, Djheyson Carlos de Oliveira; Nobre, Davi Janô – Journal of Chemical Education, 2018
This report provides information about an interactive computer-based game named Nomenclature Bets and its utilization in the form of a tournament as a didactic strategy to enhance the students' interest in their studies of nomenclature of organic compounds. The game allows high school and first-year undergraduate students to review, in pairs, the…
Descriptors: Computer Games, Teaching Methods, Competition, Science Instruction
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Ashley, Christy – Marketing Education Review, 2019
Undergraduate marketing majors who were enrolled in the senior-level marketing capstone course engaged with current marketing news from credible sources and practiced data visualization as part of a teaching innovation, Fantasy Brand Leagues. The ten-week assignment treated brands like players in a game modeled after Fantasy Football. The…
Descriptors: Undergraduate Students, Marketing, Capstone Experiences, Independent Study
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American Journal of Play, 2015
Bernie DeKoven is both a play theorist and a play practitioner. He is the author of "The Well-Played Game" (reissued in 2013 by MIT Press) as well as "Junkyard Sports," "Power Meetings," and "Connected Executives" and of the compact disc "Recess for the Soul," an assemblage of monologues about…
Descriptors: Play, Educational Games, Creative Activities, Curriculum Development
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Moreno, Julian – Educational Technology & Society, 2012
The aim of this paper is to describe a digital game with an educational purpose in the subject of computer programming, which enables students to reinforce and improve their abilities on the concepts of sequencing, defined iteration and nesting. For its design, a problem solving approach was followed and a score comparing mechanism was implemented…
Descriptors: Foreign Countries, Computer Games, Educational Games, Programming
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Cook, Sybilla – Emergency Librarian, 1997
Illustrates how teachers and librarians can use competitive activities to motivate children to read and to encourage personal achievement and group cooperation. Discusses computer games and the group-oriented bees, bowls, circles and quiz contests. Notes the benefits in terms of social interaction, communication, resource-center use, and…
Descriptors: Awards, Competition, Computer Games, Cooperation
Stewart, Kelly Michael – Journal of Instruction Delivery Systems, 1997
Explores elements of game design: entertainment, fantasy, nonthreatening reality, objectives, rules, opposition, hazards, outcomes; a rationale for using games in courseware; advantages of World Wide Web Instructional gaming: asynchronous learning opportunities, process data gathering, real-time interaction across geographically dispersed…
Descriptors: Class Activities, Competition, Computer Assisted Instruction, Computer Games