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Jenkins, Daniel M.; Pickett, Meghan L. – New Directions for Student Leadership, 2022
This chapter explores strategies for using virtual games in leadership education. Pedagogical practices, examples, and connections to leadership learning frameworks, learning goals, and competencies are also included. Implications for practice such as intentional design, pairing with other instructional strategies, and debriefing are also…
Descriptors: Leadership Training, Game Based Learning, Computer Simulation, Computer Games
Y. Vijaya Lakshmi; Ishfaq Majid – Online Submission, 2025
Games play a very important role in promoting incidental learning and help in exploring both the conscious and subconscious processes such as insight of a learner. Digital Game-Based Learning and assessments are now an integral part of educational practices. When designed effectively digital games can take the learners from the stage of…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Thinking Skills
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Shaikh, Rafikh Rashid; G., Nagarjuna; Gupta, Ayush – Education and Information Technologies, 2023
Networked computers can potentially support classrooms to be more interactive. It can help students share representations amongst themselves and work together on a shared virtual activity space. In research on the role of shared screens or shared virtual workspace in learning settings, there has been less attention paid to contexts where learners…
Descriptors: Technology Uses in Education, Computer Assisted Instruction, Computer Games, Mathematics Education
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Robert Jesiolowski; Monique Jesiolowski – International Society for Technology, Education, and Science, 2023
Today more than ever before, we have access to new technologies which provide unforeseen opportunities for educators to pursue new innovations in online education. Pursuing innovation is a complex process! It starts with an idea, but that needs to be coupled with the right team of experts willing to take big risks and put in the hard work to build…
Descriptors: Game Based Learning, Computer Games, Educational Games, Artificial Intelligence
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Yong Zeng; John E. McEneaney – Journal of Research Initiatives, 2022
This text presents an argument that competition, as a pedagogical design element, facilitates students' learning motivation in digital game-based learning environments (DGBLEs). Since competition has long been regarded as an adverse pedagogical element for fostering students' learning motivation, a considerable proportion of educators and…
Descriptors: Students, Game Based Learning, Computer Games, Educational Games
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Rittinger, Eric R. – Journal of Political Science Education, 2020
A growing literature highlights the benefits of playing the classic board game Diplomacy in international relations (IR) courses. But how exactly can it help students to learn not only about different IR theories, but also about what it means to "use" a theory in the first place? To address this question, I highlight my experiences…
Descriptors: International Relations, Public Affairs Education, Game Based Learning, Introductory Courses
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Ahmad, Farzana Hayat – Waikato Journal of Education, 2020
The article documents the reflections on gathering data from the home country via distance while living and studying in New Zealand. These reflections strengthen the idea that data collection via distance could be a viable solution in circumstances where face-to-face data collection may not be an option. Three threads: negotiations, insider…
Descriptors: Videoconferencing, Data Collection, Observation, Interviews
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An, Yunjo – International Journal of Technology in Education, 2021
This paper discusses the history of the instructional design and technology field in four major time periods: (1) 1900s-1930s, (2) World War II-1970s, (3) 1980s-1990s, and (4) 21st century. Since the 20th century has been discussed in detail in earlier works, this paper puts more focus on the 21st century section, which includes discussions of…
Descriptors: Instructional Design, Educational History, Social Media, Game Based Learning
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Clark, Douglas B.; Sengupta, Pratim – Interactive Learning Environments, 2020
This paper situates a critical review of studies that we have conducted within the broader research literature to analyze the affordances of integrating modeling within disciplinarily-integrated games from computational thinking and science as practice perspectives. Across the studies, the analyses pursue two themes: (a) the role of agent-based…
Descriptors: Game Based Learning, Thinking Skills, Computer Games, Science Education
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Rovithis, Emmanouel; Floros, Andreas; Moustakas, Nikos; Vogklis, Konstantinos; Kotsira, Lily – Electronic Journal of e-Learning, 2019
Educational practices are constantly adjusting to technological advances, in order to improve their effectiveness in delivering knowledge and preparing students for the challenges of modern digital society. Electronic games and augmented reality environments are two such media that can shape powerful modes of interactive and immersive experiences.…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Interaction
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Rimanelli, Marco; Gurba, Krzysztof – International Association for Development of the Information Society, 2019
Among recent e-Learning Pedagogical Strategies, gaming and crisis-simulation games are increasingly used in recent years in university-learning and Blended-courses as an out-of-context effective tool for role-playing and education, especially in Law Schools and Business Schools. Gaming covers several sub-fields (war-games; Law School Mock-Trials;…
Descriptors: Electronic Learning, Social Integration, Teaching Methods, Role Playing
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Chee, Yam San – Australian Journal of Education, 2014
Intentional learning has customarily been construed from a perspective that foregrounds cognitive engagement and mental life in meaning making. In this paper, I interrogate the said perspective. I argue that a theoretical positioning based on the dominant paradigm of human information processing psychology leads to incoherence because this…
Descriptors: Intentional Learning, Educational Games, Computer Games, Game Based Learning
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Aivelo, Tuomas; Uitto, Anna – LUMAT: International Journal on Math, Science and Technology Education, 2016
Games have been used for a long time in teaching and learning. The increasing use of mobile phones makes it possible to link learning outside the classroom with augmented reality (AR). We tested how well the learning of conceptual models can be facilitated by AR games. We present a game designed for the in-service teacher-training workshop to…
Descriptors: Biology, Evolution, Computer Games, Educational Games