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Rautela, Renuka; Singh, Nandini Chatterjee – Childhood Education, 2019
In this article, the authors propose a problem-based approach to education that enables learners to build critical consciousness to drive "active citizenship"; develops their abilities to frame their identities; and empowers them to critically question any systemic, cultural, and physical manifestations of exclusion and marginalization.…
Descriptors: Neurosciences, Teaching Methods, Educational Philosophy, Sustainable Development
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Whyte, Elisabeth M.; Smyth, Joshua M.; Scherf, K. Suzanne – Journal of Autism and Developmental Disorders, 2015
The design of "Serious games" that use game components (e.g., storyline, long-term goals, rewards) to create engaging learning experiences has increased in recent years. We examine of the core principles of serious game design and examine the current use of these principles in computer-based interventions for individuals with autism.…
Descriptors: Intervention, Autism, Educational Games, Design Requirements
Peled, Shir; Schocken, Shimon – International Association for Development of the Information Society, 2014
The ability to develop engaging simulations and constructive learning experiences using mobile devices is unprecedented, presenting a disruption in educational practices of historical proportions. In this paper we describe some of the unique virtues that mobile learning hold for early age mathematics education. In particular, we describe how…
Descriptors: Electronic Learning, Mathematics Education, Learning Experience, Educational Practices
Catala, Alejandro; Garcia-Sanjuan, Fernando; Pons, Patricia; Jaen, Javier; Mocholi, Jose A. – International Association for Development of the Information Society, 2012
Children nowadays consume and manage lots of interactive digital software. This makes it more interesting and powerful to use digital technologies and videogames supporting learning experiences. However, in general, current digital proposals lack of in-situ social interaction supporting natural exchange and discussion of ideas in the course of…
Descriptors: Foreign Countries, Educational Games, Computer Software, Story Telling
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Raybourn, Elaine M. – International Journal of Game-Based Learning, 2011
The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one's emotional intelligence. Subsequent sections describe the design of game-based, intercultural crucible experiences and how this design was employed for training with members of the United States Marine Corps…
Descriptors: Educational Games, Emotional Intelligence, Military Personnel, Intercultural Communication
Carr-Chellman, Alison – Learning & Leading with Technology, 2012
Boy culture is out of sync with school culture. There are several reasons for this, including zero tolerance policies that are too often taken to extremes, the lack of male teachers, and the compression of the curriculum. What's more, boy culture is not socially accepted, and boys quickly come to feel that they are not good at school. For many…
Descriptors: Educational Games, Teaching Methods, Popular Culture, Males
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Feinberg, Lauren – Technology and Engineering Teacher, 2010
This article describes "Build a Band" hands-on activity from "Design Squad Nation," which allows kids to use simple materials to build a four-stringed instrument, then tune it and play a song. Kids explore frequency, pitch, and sound energy while following the steps of the engineering design process. By weaving "Design Squad Nation" episodes,…
Descriptors: Musical Instruments, Engineering, Learning Experience, Acoustics
Kennedy, Jarred – Online Submission, 2010
I have submitted a paper about the course work I learned in the spring semester of my graduate course. The title of the class is Using the Internet in the Classroom. Throughout the semester we learned about various tools and the technology students have been using to help strengthen their learning experience. My paper discusses the specific…
Descriptors: Graduate Study, Technology Uses in Education, Internet, Web Sites
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Diamond, Susannah; Middleton, Andrew; Mather, Richard – Innovations in Education and Teaching International, 2011
This paper proposes a cross-faculty simulation model for authentic learning that bridges the gap between short group-based simulations within the classroom and longer individual placements in professional working contexts. Dissemination of the model is expected to widen the use of authentic learning approaches in higher education (HE). The model…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Simulation
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Turner, Ian J. – Bioscience Education e-Journal, 2008
Lectures tend to be a largely passive experience with respect to student learning and it has been shown that engaging students in their own learning can increase their understanding. Quizzes have been shown to be a mechanism that improves the student learning experience, and other key factors such as a competitive environment, enjoyment, and a…
Descriptors: Tests, Science Instruction, Educational Games, Learner Engagement
McLester, Susan – Technology & Learning, 2005
When one considers it was only 10 or so years ago that some experts were questioning the appropriateness of multimedia and other "frills" as learning tools, it's not surprising that the idea of using games as a core instructional resource remains controversial. But in an age in which major corporations and the U.S. military are relying on…
Descriptors: Technology Uses in Education, Video Games, Educational Environment, Learning Experience
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Kiili, Kristian – Internet and Higher Education, 2005
Online games satisfy the basic requirements of learning environments and can provide engaging learning experiences for students. However, a model that successfully integrates educational theory and game design aspects do not exist. Thus, in this paper an experiential gaming model that is based on experiential learning theory, flow theory and game…
Descriptors: Feedback (Response), Learning Theories, Educational Games, Experiential Learning
Entwistle, Noel; And Others – 1987
The development of a principled microcomputer-based adventure game that simulates the experience of higher education for prospective students in British schools is discussed. Playing the game is intended to provide prospective students a "realistic role preview." Consideration is given to an earlier board game and research on student…
Descriptors: College Bound Students, College Environment, Computer Oriented Programs, Educational Games
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Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods
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Light, Richard – Quest, 2003
The "discursive turn" in the social sciences points to the potential in Teaching Games for Understanding pedagogy (TGfU) as a means of providing a holistic learning experience for students and a platform from which to reposition physical education among institutional forces that define boundaries between academic disciplines in the school…
Descriptors: Physical Education, Holistic Approach, Learning Experience, Educational Games