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Stacy Brinkman; Samantha Hilton – Communications in Information Literacy, 2024
The "Framework for Information Literacy for Higher Education" posits that the practice of asking questions in order to deepen inquiry and understanding is a key element of information literacy. While the "Research as Inquiry" frame is teachable in library instruction, it can be difficult to scale. Popular instructional design…
Descriptors: Information Literacy, Standards, Higher Education, Inquiry
Robert Jesiolowski; Monique Jesiolowski – International Society for Technology, Education, and Science, 2023
Today more than ever before, we have access to new technologies which provide unforeseen opportunities for educators to pursue new innovations in online education. Pursuing innovation is a complex process! It starts with an idea, but that needs to be coupled with the right team of experts willing to take big risks and put in the hard work to build…
Descriptors: Game Based Learning, Computer Games, Educational Games, Artificial Intelligence
Gray, James; Lindstrøm, Christine – Physics Teacher, 2019
Khan Academy (KA) is one of the world's most popular open educational resources (OER), with more than 57 million registered users and 15 million monthly site visits as of May 2016. It is popular with students seeking additional resources for their math studies, and gaming features (in the form of points, badges, and missions) add to its appeal. As…
Descriptors: Science Instruction, Open Educational Resources, Educational Technology, Technology Uses in Education
Atar, Cihat; Aslan Bagci, Özlem; Bagci, Hakki – Turkish Online Journal of Educational Technology - TOJET, 2021
This paper aims to analyze the characteristics of deaf students from a pedagogic perspective and identify potential issues in the process of teaching English to them. English is the world language now, and knowing it provides many opportunities to its users ranging from following academic issues to trading internationally. There are so many…
Descriptors: Deafness, Hearing Impairments, Student Characteristics, English (Second Language)
Danka, István – International Review of Education, 2020
In the first decade of the 21st century, distance learning (usually subject to course fees and resulting in formal certification) was complemented by free-of-charge open learning courses with unlimited numbers of participants and no final certificate. Termed "massive open online courses" (MOOCs), these soon fell into different…
Descriptors: Large Group Instruction, Educational Technology, Online Courses, Distance Education
Vidal, Eric Cesar E., Jr.; Ty, Jayzon F.; Caluya, Nicko R.; Rodrigo, Ma. Mercedes T. – Interactive Learning Environments, 2019
We present Mobile Augmented-Reality Games for Instructional Support (MAGIS), a framework for the development of mobile augmented-reality (AR) games for education. The framework supports off-the-shelf, state-of-the-art technologies that enable AR tracking and rendering on consumer-level mobile devices, and integrates these technologies with…
Descriptors: Computer Simulation, Simulated Environment, Educational Games, Teaching Methods
Klubal, Libor; Kostolányová, Katerina; Gybas, Vojtech – ICTE Journal, 2018
This paper attempts to respond to the use of the elements of gamification in education. With the help of research papers, we have chosen three different systems in which the elements of gamification are included and we have focused on their use in education.
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Integrated Learning Systems
Çeker, Eser; Özdaml, Fezile – European Journal of Contemporary Education, 2017
What "gamification" means and what it doesn't has been addressed and described by many researchers from a variety of different perspectives in the past. Similarities and differences of the methods between "gamification" and "games" (as well as "gamification" and "game based learning") have also…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Problem Solving
Hulse, Taylyn; Daigle, Maria; Manzo, Daniel; Braith, Lindsay; Harrison, Avery; Ottmar, Erin – Educational Technology Research and Development, 2019
This paper examines whether using "From Here to There!" (FH2T:E), a dynamic game-based mathematics learning technology relates to improved early algebraic understanding. We use student log files within FH2T to explore the possible benefits of student behaviors and gamification on learning gains. Using in app measures of student…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Algebra
Karakasis, Christodoulos; Xinogalos, Stelios – Informatics in Education, 2020
At 21st century Computational Thinking (CT) is considered a fundamental skill that anyone should possess and develop from a young age. Serious games and more specifically educational games (EGs) are a promising means of introducing algorithmic thinking and programming concepts and engaging students through the process of learning. In this article,…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computation
Alexiou, Andreas; Schippers, Michaéla C. – Education and Information Technologies, 2018
The primary aim of this paper is to identify and theoretically validate the relationships between core game design elements and mechanics, user motivation and engagement and consequently learning. Additionally, it tries to highlight the moderating role of player personality traits on learning outcomes and acceptance and suggest ways to incorporate…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Student Motivation
Walkington, Candace – Grantee Submission, 2020
This paper responds to a 2016 systematic literature review of the research on learning games by Ke (2016). The review paper unpacked the idea of intrinsic integration in learning games, analyzing important emergent themes. The key ideas and the value of this review are discussed in the context of the recent shift to virtual instruction. The…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
Bart, William – Educational Technology, 2016
This article provides an examination of interrelationships among educational technology, creativity, and chess. It presents the argument that chess training fosters significant gains in scholastic achievement and cognitive ability. As a vital component in chess training programs, contemporary chess software such as Fritz serves as impressive…
Descriptors: Educational Technology, Creativity, Educational Games, Artificial Intelligence
Acosta, Melanie M.; Denham, André R. – Urban Review: Issues and Ideas in Public Education, 2018
Educational game designers and educators are using digital games as a platform for teaching academic content, including multicultural curriculum. However, it is unclear how well digital game-based learning can coexist with the goals of multicultural education for the purpose of meeting the needs of African American children. In this essay, we…
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology
Jarvin, Linda – New Directions for Child and Adolescent Development, 2015
Since the development of educational television in the 1960s, there has been a growing interest in incorporating features of entertainment in informal and formal education. Reviewing the literature on edutainment and games, we will discuss the limits of the current state of research and propose research questions investigating broad issues linked…
Descriptors: Educational Technology, Educational Games, Technology Uses in Education, Teaching Methods