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Showing 1 to 15 of 32 results Save | Export
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Nicola Urquhart; Joanne Lee; Eileen Wood – Journal of Research in Childhood Education, 2024
The accessibility of mobile technologies opens a new world of possibilities for parents to support their children's learning through game-based numeracy apps. Carefully designed numeracy apps can be effective at improving children's foundational numeracy skills. In the absence of industry standards for quality, however, it is important to…
Descriptors: Foreign Countries, Preschool Children, Mathematics Education, Handheld Devices
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Vieira, Estela Aparecida Oliveira; da Silveira, Aleph Campos; Martins, Ronei Ximenes – Informatics in Education, 2019
This work presents a systematic review whose objective was to identify heuristics applicable to the evaluation of the usability of educational games. Heuristics are usability engineering methods that aim to detect problems in the use of a system during its development and/or when its interface is in interaction with the user. Therefore, applying…
Descriptors: Educational Games, Usability, Heuristics, Computer Games
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Pjanic, Karmelita; Hamzabegovic, Jasna – Practice and Theory in Systems of Education, 2016
In the era of information technology and general digitization of society, invasion of every kind of software is evident. No matter how laudable is the existence and development of educational software, taking into account its role, its quality and whether it achieves the desired goal is very important. In addition to programming experts it is…
Descriptors: Foreign Countries, Preservice Teachers, Preservice Teacher Education, Computer Software Evaluation
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Foster, Aroutis; Shah, Mamta – Journal of Computers in Mathematics and Science Teaching, 2016
This study used the Dynamic Systems Model of Role Identity (DSMRI) to examine the extent to which a game, Land Science, afforded identity change opportunities as exploration of science identities, science content knowledge, science confidence, action possibilities, and interest/valuing in an intentional manner. Analysis of the game and existing…
Descriptors: Computer Games, Design Preferences, Computer Software Evaluation, Computer System Design
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Marklund, Björn Berg; Backlund, Per; Dahlin, Carl-Johan; Engström, Henrik; Wilhelmsson, Ulf – International Journal of Game-Based Learning, 2014
An important factor for success in project-based learning (PBL) is that the involved project groups establish an atmosphere of social interaction in their working environment. In PBL-scenarios situated in distributed environments, most of a group's work-processes are mediated through the use of production-focused tools that are unconcerned with…
Descriptors: Educational Games, Active Learning, Student Projects, Users (Information)
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Tan, Jean Lee; Goh, Dion Hoe-Lian; Ang, Rebecca P.; Huan, Vivien S. – Computers & Education, 2013
This paper reports a study conducted to formally evaluate a social problem-solving skills game during the start of the development to ensure that the desired game attributes were successfully embodied in the final game. Two methods, heuristic evaluation and participatory design, were adopted to assess whether the features of the game pose…
Descriptors: Educational Games, Computer Games, Problem Solving, Interpersonal Competence
Chang, Chiung-sui; Huang, Ya-Ping – International Association for Development of the Information Society, 2013
To ensure the quality of digital simulation game, we utilized the usability evaluation heuristic in the design and development processes of e-café operational management game-based learning material for students. The application of usability evaluations during this study is described. Additionally, participant selection, data collection and…
Descriptors: Usability, Computer Simulation, Computer Games, Heuristics
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Albu, Mihai; Atack, Lynda; Srivastava, Ishaan – Health Education Journal, 2015
Objective: Motivating clients to change the health behaviour, and maintaining an interest in exercise programmes, is an ongoing challenge for health educators. With new developments in technology, simulation and gaming are increasingly being considered as ways to motivate users, support learning and promote positive health behaviours. The purpose…
Descriptors: Health Education, Simulation, Usability, Health Behavior
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Stenros, Jaakko; Waern, Annika; Montola, Markus – Simulation & Gaming, 2012
Studying pervasive games is inherently difficult and different from studying computer or board games. This article builds upon the experiences of staging and studying several playful pervasive technology prototypes. It discusses the challenges and pitfalls of evaluating pervasive game prototypes and charts methods that have proven useful in…
Descriptors: Design, Evaluation Methods, Evaluation Problems, Research Methodology
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Kartal, Günizi; Terziyan, Treysi – Journal of Educational Computing Research, 2016
The major goal of this study was to develop a game-like software application for phonological awareness training and to evaluate its role in improving phonological awareness skills at the kindergarten level, with the intention to eventually help reading acquisition in Turkish. The participants of the study came from two kindergarten classrooms in…
Descriptors: Foreign Countries, Computer Assisted Instruction, Phoneme Grapheme Correspondence, Phonemes
Fletcher, J. D.; Tobias, Sigmund – Educational Technology, 2011
Evidence collected on the effectiveness of four educational technologies is briefly reviewed. The authors conclude that there is reasonable evidence that computer-assisted instruction can have at least a modest effect on improving learning and probably more when its instructional approaches are properly matched to instructional objectives, that…
Descriptors: Evidence, Educational Technology, Teaching Methods, Educational Research
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Lowdermilk, John; Martinez, Deborah; Pecina, Julie; Beccera, Lisa; Lowdermilk, Carey – TechTrends: Linking Research and Practice to Improve Learning, 2012
This article examines the use of a focused educational game. The game, "Behavior Breakthroughs"[TM], was created to teach people that work with children with autism, appropriate behavior management techniques. A group of undergraduate, teacher education students played the game and provided feedback on their experiences.
Descriptors: Autism, Student Behavior, Classroom Techniques, Special Education
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Caropreso, Maria Fernanda; Inkpen, Diana; Keshtkar, Fazel; Khan, Shahzad – Journal of Interactive Learning Research, 2012
Natural Language Generation (NLG) systems can make data accessible in an easily digestible textual form; but using such systems requires sophisticated linguistic and sometimes even programming knowledge. We have designed and implemented an environment for creating and modifying NLG templates that requires no programming knowledge, and can operate…
Descriptors: Natural Language Processing, Computer Simulation, Computer System Design, Computer Software
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Fabricatore, Carlo; Lopez, Ximena – Electronic Journal of e-Learning, 2012
This study explored the potential of digital games as learning environments to develop mindsets capable of dealing with complexity in the domain of sustainability. Building sustainable futures requires the ability to deal with the complex dynamics that characterize the world in which we live. As central elements in this system, we must develop the…
Descriptors: Foreign Countries, Educational Games, Computer Games, Problem Solving
Whitton, Nicola, Ed.; Moseley, Alex, Ed. – Routledge, Taylor & Francis Group, 2012
"Using Games to Enhance Learning and Teaching" provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only…
Descriptors: Learner Engagement, Electronic Learning, Educational Games, Theory Practice Relationship
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