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Yuchun Zhong; Luke Kutszik Fryer; Shiyue Zheng; Alex Shum; Samuel Kai Wah Chu – International Journal of Educational Technology in Higher Education, 2025
Esports or competitive video gaming has been increasingly utilized to enhance essential twenty-first century skills. However, there is limited evidence on the extent to which the skills acquired from a gaming environment can be transferred to other settings. This study employed an experimental design to investigate the effectiveness of a…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Communication Skills
Anjelica B. Hart – ProQuest LLC, 2021
This qualitative research study explored the procedures and instructional practices of implementing game-based learning within a course and/or curriculum in higher education. Game-based learning is structured to integrate gameplay into a subject matter to increase a student's ability to acquire and apply knowledge to the real world. Furthermore,…
Descriptors: College Students, Game Based Learning, Educational Games, Learner Engagement
Taja-on, Evan P. – Online Submission, 2019
Game-based learning includes instruction and discipline that inculcates authentic game experiences (Cicchino, 2015). This research investigated the use of game-based learning on enhancing the critical thinking of college mathematics students enrolled in the subject Mathematics in the Modern World for the time span of 5 months. The Study Utilized…
Descriptors: Game Based Learning, Critical Thinking, Mathematics Activities, Mathematical Logic
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Stephens de Jonge, Julie; Labrador, Belén – Research-publishing.net, 2020
This paper reports our preliminary observations of a pilot project carried out from February to April 2019 with a group of students learning Spanish at the University of Central Missouri and students learning English at the University of León. The project combines challenging escape room activities with intercultural and interlinguistic…
Descriptors: Critical Thinking, Student Motivation, Computer Simulation, Problem Solving
Bill Preble; Carlton J. Fitzgerald – New England College Journal of Applied Educational Research, 2021
This participatory action research (PAR) study describes the Flagway program at New England College (NEC). The purpose of the study is to share the historical origins of the Flagway program, discuss how Flagway is being implemented with college students at NEC, and describe initial effects of the program on middle school students who score in the…
Descriptors: Action Research, Participatory Research, College Students, Mathematics Instruction
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Educational Technology, Technology Uses in Education, Migrant Education, Adult Education