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Agbo, Friday Joseph; Oyelere, Solomon Sunday; Suhonen, Jarkko; Tukiainen, Markku – Educational Technology Research and Development, 2023
Computational thinking (CT) has become an essential skill nowadays. For young students, CT competency is required to prepare them for future jobs. This competency can facilitate students' understanding of programming knowledge which has been a challenge for many novices pursuing a computer science degree. This study focuses on designing and…
Descriptors: Computer Simulation, Game Based Learning, Computation, Thinking Skills
Yang, Xiaotong; Rahimi, Seyedahmad; Fulwider, Curt; Smith, Ginny; Shute, Valerie – Educational Technology Research and Development, 2022
The current study investigated students' gameplay behavioral patterns as a function of in-game learning supports delivery timing when played a computer-based physics game. Our sample included 134 secondary students (M = 14.40, SD = .90) from all over the United States, who were randomly assigned into three conditions: receiving instructional…
Descriptors: Student Behavior, Educational Games, Game Based Learning, Problem Solving
Rulyansah, Afib; Ghufron, Syamsul; Nafiah; Akhwani; Mariati, Pance – Pegem Journal of Education and Instruction, 2023
Learning in the twenty-first century is becoming more dependent on the use of digital tools and interactive media. Teachers play a crucial role in creating game-based learning procedures and enhancing learning and motivation. The aim of this article is to determine what kinds of expertise educators could require to effectively use game-based…
Descriptors: Teacher Competencies, Game Based Learning, Educational Technology, Expertise
Krause, Jennifer M.; Jenny, Seth E. – Physical Educator, 2023
Exergaming technologies have emerged in physical education in recent years as an attempt at revitalizing physical activity levels among youth. Research on the effects of exergaming is increasing; however, there is no research on practicing physical education teachers' implementation in the United States. Studies indicate that physical educators…
Descriptors: Physical Education Teachers, Teacher Attitudes, Self Efficacy, Exercise
Joslyn, P. Raymond; Kronfli, Faris R. – Education and Treatment of Children, 2021
We implemented a rapid protocol to train teachers in a school for detained juvenile offenders to implement the Good Behavior Game, an empirically supported group contingency procedure, in their classrooms. Data were collected on both teacher (i.e., two measures of treatment integrity) and student behavior (i.e., disruptive behavior). Results…
Descriptors: Behavior Problems, Program Implementation, Program Effectiveness, Game Based Learning
Li, Linlin; Flynn, Kylie S.; DeRosier, Melissa E.; Weiser, Gary; Austin-King, Kelsey – Grantee Submission, 2021
School closures because of natural phenomena, such as COVID-19, have emphasized the importance of effective distance learning strategies when there are no in-person alternatives. Although infrequently mentioned in discussions of student performance, social-emotional skill building came to the forefront of conversations due to the isolation and…
Descriptors: COVID-19, Pandemics, School Closing, Social Emotional Learning
Sugahara, Satoshi; Lau, David – Journal of Education for Business, 2019
The authors examine the determinants of the effective implementation of game-based learning (GBL) for experiential learning. They focus on the successful GBL initiative called Management Game (MG) and adopt the theory-driven deductive thematic analysis approach of Boyatzis along with the Matsuo model as theoretical rationale. Overall, the findings…
Descriptors: Game Based Learning, Experiential Learning, Accounting, Educational Games
McNamara, Jennifer; Bent, Margaret; Grace, Paul – Journal of Applied Testing Technology, 2019
Certification is often viewed to promote lifelong professional development. Industry accreditation agencies include standards for the Maintenance of Certification (MOC) that emphasize the measurement or promotion of continued competency throughout an individual's professional career. In 2013, NBCOT partnered with BreakAway Games to create the…
Descriptors: Computer Simulation, Game Based Learning, Certification, Mandatory Continuing Education
Turner, Jasmine S.; Taha, Karine; Ibrahim, Nisreen; Neijenhuijs, Koen I.; Hallak, Eyad; Radford, Kate; StubbĂ©-Alberts, Hester; de Hoop, Thomas; Jordans, Mark J. D.; Brown, Felicity L. – Journal on Education in Emergencies, 2022
Evaluations of education technology (ed tech) interventions in humanitarian settings are scarce. We present a proof-of-concept study of Can't Wait to Learn, a digital game-based learning program that combines an experiential, active learning design with meaningful, competency-appropriate, and contextually relevant content. We assessed the…
Descriptors: Out of School Youth, Game Based Learning, Symptoms (Individual Disorders), Mental Health
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement