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Carrillo, Erline – ProQuest LLC, 2019
This study sought to explore the relationship among gender, age and prior digital game-based learning (DGBL) experience amongst high school teachers in determining the suggested content and interest of DGBL professional development. The ultimate goal of this study was to find ways to increase the preparedness of teachers to effectively implement…
Descriptors: Educational Games, Technological Literacy, Pedagogical Content Knowledge, Technology Integration
Brown-Turner, Jasmine – ProQuest LLC, 2017
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members…
Descriptors: Computer Games, Phenomenology, Computer Software, Computer Simulation
Zikai Wen – ProQuest LLC, 2021
Drill and practice is a well-received approach to repeatedly train learners' skills through a series of exercises and to reward them with corrective feedback. However, drill-based training may not improve learners' performance if its exercises are badly designed (e.g., not fun, not relevant to the learning goal, and becoming too difficult or too…
Descriptors: Educational Games, Game Based Learning, Computer Games, Artificial Intelligence