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Amber Sewell – International Journal of Designs for Learning, 2023
This instructional design case describes the author's process for creating an augmented reality learning experience for library instruction at an academic library. With no budget, no team, and little experience with this type of technology, this design case describes the development of an instructional design utilizing emerging technologies. It…
Descriptors: Computer Simulation, Academic Libraries, Library Instruction, Educational Technology
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Nathan R. Prestopnik – International Journal of Designs for Learning, 2024
"Ghosts of the Argonne" is an interactive virtual reality (VR) recreation of the World War 1 (WW1) M1897 "French 75" field artillery gun, intended to teach learners about WW1 and its impact on the world, the role of artillery and artillerymen in this war, and the stories of real soldiers who served. The "Ghosts of the…
Descriptors: College Faculty, College Students, Computer Simulation, History Instruction
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Juanita Blackton; Alla McCaughey – English Teaching Forum, 2024
As the demand for opportunities to learn English grows throughout the world, parents and educators are looking for innovative ways to engage students in English-learning opportunities. Perhaps your school or municipality will seek to initiate an English Camp to be on trend with this growing need. Or perhaps, like many go-getter teachers, you wish…
Descriptors: English (Second Language), Second Language Instruction, Camps, Open Educational Resources
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Glass, Graham – Childhood Education, 2022
Pandemic-related lockdowns and school closures took education into the virtual sphere. Hence, educators of all grades had to adapt to the challenges of remote learning by including digital tools in their teaching strategies. The global pandemic added a mandatory digital layer to the task of motivating students. Education technologies (edtech) and…
Descriptors: Recreational Activities, Leisure Time, Program Design, Educational Experience
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Valério Neto, Luiz; Fontoura Junior, Paulo H. F.; Bordini, Rogério A.; Otsuka, Joice L.; Beder, Delano M. – Educational Technology & Society, 2019
In the last decade many studies have stated that learning based on digital games emerges as an effective way to combine teaching and learning processes with the attractiveness of digital technologies, because they are dynamic and playful. However, the vast majority of these digital resources -- such as educational games -- are still essentially…
Descriptors: Educational Games, Visual Impairments, Inclusion, Computer Games
Marfisi-Schottman, Iza; George, Sébastien – International Association for Development of the Information Society, 2014
Mobile Collaborative Learning Games combine all the ingredients necessary to attract students' attention and engage them in learning activities. However, designing a coherent scenario that combines mobility, game mechanics and collaborative learning is quite a challenge. In this article, we take the first step by proposing several game patterns…
Descriptors: Cooperative Learning, Electronic Learning, Educational Games, Learning Activities
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Nicholson, Scott – Knowledge Quest, 2011
One of the great failings in educational game design is a focus on the question-and-answer model of gameplay. This type of educational game has players engage in some sort of time-wasting activity like rolling a die and moving, and then the focus of the game, the activity of answering a question, is triggered. Thousands of educational games use…
Descriptors: Educational Games, Game Theory, Video Technology, Program Design
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Ellington, Henry – Simulation & Gaming, 2012
In this invited autobiography, the author describes the impact that educational gaming and simulation has had on his professional career. He begins by reviewing his early life and education in Aberdeen and his subsequent work as a research scientist, schoolteacher, and physics lecturer. He then shows how he changed disciplines from physics to…
Descriptors: Curriculum Development, Educational Games, Systems Approach, Autobiographies
Liang, Chaoyun; Lee, Yuan-Zone; Chou, Wen-Shou – Educational Technology, 2010
The integration of game playing with online education has recently become one of the most discussed issues in the e-learning field for its potentially positive impact on the development of related industries and on the social lives of young people. In this article, the authors propose a set of design considerations to assist game-based learning…
Descriptors: Electronic Learning, Educational Technology, Educational Games, Technology Integration
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Becker, Katrin – British Journal of Educational Technology, 2007
In the spring of 2005, the author designed and taught a graduate-level course on digital game-based learning primarily for teachers. Teachers cannot be expected to embrace digital games as a tool for learning unless they have a sound understanding of the potential as well as the limitations, and are confident in their ability to use games…
Descriptors: Educational Games, Profiles, Instructional Design, Course Organization
Forbis, Steven – Health Education (Washington D.C.), 1983
Several educational computer games are described. The impact of these games on education is discussed as well as the future of educational computer games. (CJ)
Descriptors: Computer Programs, Educational Games, Educational Trends, Elementary Secondary Education
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Klemin, V. Wayne – Business Education Forum, 1985
Presents an outline for creating appropriate courseware from commercial business education software. An example outline is provided to illustrate how a commercial game can be transformed into an educationally sound piece of courseware. (CT)
Descriptors: Audiovisual Aids, Business Education, Courseware, Educational Games
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Ferguson, Lynne – Visible Language, 1999
Describes a case study that takes readers through a human-centered design process used in developing an "Active Learning" tool, CurioCity, a game for students in grades 7-10. Attempts to better understand multiculturalism and to bridge formal in-school learning with informal field trip learning. (SC)
Descriptors: Active Learning, Case Studies, Cultural Pluralism, Educational Games