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Soheilan, Sepideh S.; Shaffer, Katharine S.; Schoepf, El H.; Eyssell, Kristen M.; Farley, Sally D. – Journal of Campus Activities Practice and Scholarship, 2023
College students are reflective of a culturally diverse population and hold a wide range of cultural identities. As such, faculty and campus activities professionals alike, are constantly striving to meet the needs of an increasingly diverse student population. Socioeconomic status (SES) and social class are cultural variables that need more…
Descriptors: Psychological Patterns, Social Systems, Bias, Power Structure
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Elsom, Sandra; Westacott, Marguerite; Stieler-Hunt, Colleen; Glencross, Sarah; Rutter, Kerry – Interactive Learning Environments, 2023
Game-based learning has been recognised as a strategy to increase students' engagement in higher education. Alternate reality games (ARG) provide players with the opportunity to apply newly developed knowledge and skills, such as visiting important campus locations and completing relevant activities. The collaborative nature of these games means…
Descriptors: College Students, Orientation, Socialization, Game Based Learning
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Taub, Michelle; Sawyer, Robert; Lester, James; Azevedo, Roger – International Journal of Artificial Intelligence in Education, 2020
The goal of this study was to examine college students' (n = 61) contextualized emotions during in-game actions while playing "Crystal Island," a game-based learning environment where students are tasked with solving the mystery of what illness impacted all island inhabitants. We examined emotions during in-game actions: during book…
Descriptors: Psychological Patterns, Independent Study, Logical Thinking, Game Based Learning
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Parra-González, María Elena; Segura-Robles, Adrián; Moreno-Guerrero, Antonio José; López-Belmonte, Jesús – Journal of Technology and Science Education, 2022
Nowadays, we talk about the use of gamification in education, an active methodology that consists of the use of mechanics, design or game structures in class. When this type of methodology is used, the effort is rewarded, and it is used as a motivating tool in class. However, there is no valid or well-structured instrument to measure gamification…
Descriptors: Educational Games, Game Based Learning, Test Construction, Test Validity
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Zou, Di; Zhang, Ruofei; Xie, Haoran; Wang, Fu Lee – Australasian Journal of Educational Technology, 2021
Information literacy (IL) is important for university students. In this research, we developed a digital role-playing game to enhance students' learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and flow experiences. A total of 90 students participated in the study and played the…
Descriptors: Computer Games, Educational Games, Game Based Learning, Role Playing
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Fokides, Emmanuel; Atsikpasi, Penelope; Kaimara, Polyxeni; Deliyannis, Ioannis – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This work examines which factors influence user views on the learning effectiveness of serious games. For that matter, a model was developed and tested. Background: Although the impact of serious games on learning is their most widely ex-amined aspect, research is spread thin across a large number of studies having little in common in…
Descriptors: Game Based Learning, Educational Games, Instructional Effectiveness, College Students
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Zatarain Cabada, Ramón; Barrón Estrada, María Lucía; Ríos Félix, José Mario; Alor Hernández, Giner – Interactive Learning Environments, 2020
Emotions play an important role in students learning to master complex intellectual activities such as computer programing. Emotions such as confusion, boredom and frustration in the student are important factors in determining whether the student will master the exercise of learning to program in the short and long term. Motivation also plays an…
Descriptors: Programming, Game Based Learning, Emotional Response, Psychological Patterns
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Berry, David – TESL-EJ, 2021
This study considers the impact of playing a video game on EFL students. Specifically, this study looks at how video gameplay impacts students' listening comprehension skills and how it encourages students to develop flow experiences in the classroom. Data about this impact was collected through a quasi-experimental mixed methods research design.…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
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Thripp, Richard, Ed.; Sahin, Ismail, Ed. – Online Submission, 2020
"Proceedings of International Conference on Humanities, Social and Education Sciences" includes full papers presented at the International Conference on Humanities, Social and Education Sciences (iHSES) which took place on July 15-19, 2020 in Washington, DC, USA. The aim of the conference is to offer opportunities to share your ideas, to…
Descriptors: Social Sciences, Elementary Secondary Education, Humanities, Young Adults
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Thripp, Richard, Ed.; Sahin, Ismail, Ed. – International Society for Technology, Education, and Science, 2020
"Proceedings of International Conference on Humanities, Social and Education Sciences" includes full papers presented at the International Conference on Humanities, Social and Education Sciences (iHSES), which took place on July 15-19, 2020, in Washington, D.C. The aim of the conference is to offer opportunities to share ideas, to…
Descriptors: Young Adults, Foreign Countries, Financial Education, Money Management