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Yagcioglu, Ozlem – Online Submission, 2022
Learning and teaching second language skills requires many different techniques and approaches. In the modern world, students have many opportunities to learn many different languages with the help of technology and with the help of many different modern and traditional approaches. Embodied cognition approach plays a great role in second language…
Descriptors: Schemata (Cognition), Second Language Learning, Second Language Instruction, Class Activities
Scarlatos, Tony – Journal of Educational Technology Systems, 2013
Exploring the Solar System in the elementary school curriculum has traditionally involved activities, such as building scale models, to help students visualize the vastness of space and the relative size of the planets and their orbits. Today, numerous websites provide a wealth of information about the sun and the planets, combining text, photos,…
Descriptors: Multimedia Instruction, Computer Software, Computer Simulation, Educational Games
"World of Warcraft" and the Impact of Game Culture and "Play" in an Undergraduate Game Design Course
Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment
Wallace, Paul – EDUCAUSE Quarterly, 2011
This article describes a project integrating mobile learning games into the author's course at Appalachian State University, in collaboration with a community partner and for the community as a whole. The process of constructing educational mobile games can be as beneficial as the act of playing. Therefore, the author's beliefs about integrating…
Descriptors: Experiential Learning, Cooperation, Course Content, Curriculum Implementation

Silvern, Steven B. – Educational Research Quarterly, 1986
Video games may allow educators to reach children who have never before been incorporated into an educational experience within the confines of school. A distinction is made between types of arcade style games and educational games in Piagetian terms: practice games, symbolic games, games with rules, and games of construction. (LMO)
Descriptors: Class Activities, Computer Assisted Instruction, Computer Software, Educational Games
Crowe, Suzy; Penney, Elaine – 1995
This book is the first volume in the "Kids and Computers" series, a series of books designed to help adults easily use high-quality, developmentally appropriate software with children. After reviewing the basics of selected software packages (how to start the program, stop the program, move around, and use special keys) several ideas and…
Descriptors: Class Activities, Computer Games, Computer Software, Computer Software Selection

Ashmore, Timothy M. – Western Journal of Speech Communication, 1987
Presents a computerized version of the Prisoner's Dilemma game, which runs on several Apple computers. Makes a case for utilizing the program in interpersonal, small group, and social conflict communication classes. Describes the four computerized versions of the game: rational, partially rational, nonrational, and assumed rational. (JD)
Descriptors: Class Activities, Computer Assisted Instruction, Computer Simulation, Computer Software

Gray, Susan H. – Teaching Sociology, 1989
Describes a computer-based learning package designed to introduce students to concepts and controversies surrounding the social problem of poverty in the United States and to familiarize them with public policies concerning that problem. Use of the "Poverty Game" is discussed and information concerning cost and availability of software…
Descriptors: Class Activities, Computer Assisted Instruction, Computer Software, Educational Games
Kloza, Brad – Instructor, 2000
Presents a collection of computer software programs designed to spark learning enthusiasm at every grade level and across the curriculum. They include Reader Rabbit's Learn to Read, Spelling Power, Mind Twister Math, Community Construction Kit, Breaking the Code, Encarta Africana 2000, Virtual Serengeti, Operation: Frog (Deluxe), and My First…
Descriptors: Beginning Reading, Class Activities, Computer Games, Computer Software