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Bauer, Malcolm – Measurement: Interdisciplinary Research and Perspectives, 2014
Malcolm Bauer, from Education Testing Services, provides his comments on the Focus article in this issue of "Measurement" entitled : "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" (Russell G. Almond, Yoon Jeon Kim, Gertrudes Velasquez, Valerie J. Shute). Bauer begins his remarks by noting…
Descriptors: Task Analysis, Models, Design Requirements, Educational Games
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Haake, Magnus; Husain, Layla; Gulz, Agneta – Journal of Computers in Mathematics and Science Teaching, 2015
There is substantial evidence that preschooler's performance in early math is highly correlated to math performance throughout school as well as academic skills in general. One way to help children attain early math skills is by using targeted educational software and the paper discusses potential gains of using such software to support early math…
Descriptors: Mathematics, Preschool Children, Preschool Education, Computer Uses in Education
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Bartels, Elizabeth; McCown, Margaret; Wilkie, Timothy – Simulation & Gaming, 2013
Attentiveness to and transparency about the methodological implications of the level of analysis selected for peace and conflict exercises constitute essential elements of good game design. The article explores the impact of level of analysis choices in the context of two key portions of exercises, scenario construction and role specification. It…
Descriptors: Social Sciences, Conflict, Role Theory, Vignettes
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Schrader, Claudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2012
This article presents a review of existent literature that provides insight in the effectiveness of computer learning games. Based on this research, the effectiveness of games is illustrated in detail with regard to three current perspectives on games: design characteristics of games, the process of gameplay and the reflection of specific…
Descriptors: Computer Games, Educational Games, Design Requirements, Literature Reviews
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Clyde, Jerremie; Wilkinson, Glenn R. – History Teacher, 2012
The gamic mode is an innovative way of authoring scholarly history that goes beyond the printed text or digital simulations by using digital game technologies to allow the reader to interact with a scholarly argument through meaningful choice and trial and error. The gamic mode makes the way in which the past is constructed as history explicit by…
Descriptors: Foreign Countries, History, Scholarship, Epistemology
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Siko, Jason P.; Barbour, Michael K. – Computers in the Schools, 2012
While researchers are examining the role of playing games to learn, others are looking at using game design as an instructional tool. However, game-design software may require additional time to train both teachers and students. In this article, the authors discuss the use of Microsoft PowerPoint as a tool for game-design instruction and the…
Descriptors: Games, Pedagogical Content Knowledge, Educational Games, Computer Uses in Education
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Lieberman, Debra A.; Fisk, Maria Chesley; Biely, Erica – Computers in the Schools, 2009
Young children ages 3 to 6 play a wide range of digital games, which are now available on large screens, handheld screens, electronic learning systems, and electronic toys, and their time spent with games is growing. This article examines effects of digital games and how they could be designed to best serve children's needs. A small body of…
Descriptors: Play, Young Children, Educational Games, Video Games
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Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
Dunne, James J. – 1984
The use and effectiveness of gaming techniques in educational computer software was investigated through an analysis of 170 in-depth evaluations of commercially-available educational computer programs. These evaluations, conducted by the Educational Products Information Exchange (EPIE) Institute, dealt with design attributes relevant to all…
Descriptors: Computer Assisted Instruction, Courseware, Design Requirements, Educational Games
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Greitzer, Frank L.; Kuchar, Olga Anna; Huston, Kristy – Journal on Educational Resources in Computing, 2007
Serious games use entertainment principles, creativity, and technology to meet government or corporate training objectives, but these principles alone will not guarantee that the intended learning will occur. To be effective, serious games must incorporate sound cognitive, learning, and pedagogical principles into their design and structure. In…
Descriptors: Training Objectives, Educational Technology, Educational Principles, Design Requirements