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Manuela Cantoia; Andrew Clegg; Andrea Tinterri – Computers in the Schools, 2024
Game-based learning (GBL) provides direct experience, reflection, and self-assessment opportunities. To support their knowledge and expertise on GBL, a group of Italian teachers volunteered in a four-month, free-access online training on GBL characteristics and GBL design to take games in school during the pandemic. Before the training, teachers…
Descriptors: Foreign Countries, Game Based Learning, Educational Games, Faculty Development
Stefania Badiglio; Giuseppe Chiazzese; Vito Pipitone; Luciano Seta – International Journal on E-Learning, 2024
This study explores the interaction between artificial intelligence (AI) and human behavior in economic contexts, focusing on using generative AI, such as ChatGPT, to examine trust and reciprocity. Through an experiment conducted at LUMSA in Palermo, 61 economics students participated in three economic games: the Ultimatum Game, the Trust Game,…
Descriptors: Artificial Intelligence, Computer Software, Asynchronous Communication, Man Machine Systems
Montagnani, Stefano; Stefanel, Alberto; Chiofalo, Maria Luisa Marilù; Santi, Lorenzo; Michelini, Marisa – Physics Education, 2023
Teaching and learning quantum mechanics is one of the most demanding educational and conceptual challenges, in particular in secondary schools where students do not possess an adequate mathematical background to effectively support the description of quantum behaviour. Educational research shows that traditional approaches, generally based on…
Descriptors: Quantum Mechanics, Secondary School Science, High School Students, Scientific Concepts
de la Fuente-Anuncibay, Raquel; Sapio, Nicola; Ortega-Sánchez, Delfín; Cuesta Gómez, José Luis – SAGE Open, 2023
The application of edutainment and gamification resources as complementary methodologies allows to reinforce and facilitate the internalization of learning, although there are hardly any studies that relate its use to the organizational culture of educational establishments. This research aims to assess the effectiveness of the…
Descriptors: Gamification, Elementary Education, Nutrition Instruction, Elementary School Teachers
Andrea Bertoni; Andrea Maffia – International Journal of Mathematical Education in Science and Technology, 2024
While the development of creativity, or creative thinking, in mathematics is considered important by many researchers, there are several difficulties in implementing creative tasks, especially before secondary school. Within the original context of a mathematical escape game, this paper reports two episodes exemplifying the difficulties met by…
Descriptors: Game Based Learning, Learner Engagement, Mathematics Education, Creativity
D'Aprile, Gianvito; Ligorio, Maria Beatrice; Ulloa Severino, Antonio – Technology, Knowledge and Learning, 2019
Based on behavioral science assumptions, the main purpose of this study is to validate a theoretical model of the relationship between serious game play, patient empowerment and health-related behaviors. We first hypothesized that serious games for health enhanced patients' empowerment-related education; second, we expected that gender may…
Descriptors: Educational Games, Health Education, Patient Education, Health Behavior
Dell'Aquila, Elena; Vallone, Federica; Zurlo, Maria Clelia; Marocco, Davide – Education Sciences, 2022
This study focuses on the behavior of interactive agents and how to ground their implementation in psychology and cognitive modeling to capture fundamental psycho-pedagogical elements to deliver an effective competency-based training and assessment tool for teachers, trainers, and educators working in the school context. The study describes the…
Descriptors: Computer Assisted Instruction, Soft Skills, Educational Technology, Role Playing
Jose´ Nunes da Silva Ju´nior; Jean-Yves Winum; Andrea Basso; Luca Gelati; Lisa Moni; Antonio Jose´ Melo Leite Junior; Jair Mafezoli; Da´vila Zampieri; Francisco Serra Oliveira Alexandre; Kimberly Benedetti Veja; Andre´ Jalles Monteiro – Journal of Chemical Education, 2022
This paper provides information about a multilingual (Portuguese, English, Spanish, Italian, and French) virtual card game for computers and smartphones. Facing the disruption caused by the COVID-19 pandemic, this game allows students to play remotely or face-to-face with friends in a fun and cooperative environment and review the topics related…
Descriptors: Organic Chemistry, Scientific Concepts, Educational Games, Video Games
José Nunes da Silva Júnior; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; André Jalles Monteiro; Kimberly Benedetti Vega; Andrea Basso – Journal of Chemical Education, 2024
Research indicates that students frequently struggle to apply their knowledge of organic compounds' structural theory to understand the concepts related to resonance and learn to use curved arrows to write resonance structures. Educators have developed educational tools and methodologies to aid students in overcoming their learning difficulties.…
Descriptors: Design, Curriculum Implementation, Web Based Instruction, Educational Games
James, Kelsey K.; Mayer, Richard E. – Applied Cognitive Psychology, 2019
Game-like educational apps are intended to boost learner motivation leading to better learning outcomes. To test this idea about the value of gamification, college students (n = 64) learned Italian by playing the online language learning game, Duolingo at home for seven sessions, or learned the same material through watching an online slideshow…
Descriptors: Second Language Learning, Educational Games, Game Based Learning, Computer Oriented Programs
Barbieri, Giuseppina Gerarda; Barbieri, Rosa; Capone, Roberto – EURASIA Journal of Mathematics, Science and Technology Education, 2021
In this article, we will describe the embedded case study of the European project "E-Magic" carried out within the Erasmus+ project and which involved 12-16 years old students and teachers from three nations: "Acharnes Special Education Vocational School" in Athens (Greece), IIS "L. Da VinciNitti", a high school in…
Descriptors: Foreign Countries, Mathematics Education, Mathematics Instruction, Educational Games
Bora, Simona Floare – RELC Journal: A Journal of Language Teaching and Research, 2021
Helping second language (L2) learners to enhance their oral skills is vitally important, and pedagogical approaches are often seen as challenging when offering learners chances to successfully develop them. This article shares the experiences of a class of final-year high-school Italian learners (n =10) who learned English using theatre plays both…
Descriptors: Drama, Second Language Learning, Second Language Instruction, Student Attitudes
Arnab, Sylvester; Walaszczyk, Ludmila; Lewis, Mark; Kernaghan-Andrews, Sarah; Loizou, Michael; Masters, Alex; Calderwood, Jackie; Clarke, Samantha – Electronic Journal of e-Learning, 2021
The need for self-directed learning for professional development drives an increase in the delivery of easy to use 'just-in-time' resources that respond to the often-dynamic workplace and work culture. This is especially important in the era of globalisation, when the number of employees, who are culturally diverse, increases each year. Most…
Descriptors: Instructional Design, Educational Games, Game Based Learning, Professional Development
Çiftci, Serdar – Journal of Education and Training Studies, 2018
This study examines the tendencies of studies carried out using text mining methods under the title of "serious game". A query was run for the "serious game" keyword in the Web of Science search engine to acquire the data. The study included publications that were scanned in the SCI-EXPANDED, SSCI and A&HCI indices between…
Descriptors: Educational Trends, Educational Games, Educational Research, Bibliometrics
Bioglio, Livio; Capecchi, Sara; Peiretti, Federico; Sayed, Dennis; Torasso, Antonella; Pensa, Ruggero G. – IEEE Transactions on Learning Technologies, 2019
In this paper, we address the problem of enhancing young people's awareness of the mechanisms involving privacy in online social networks by presenting an innovative approach based on gamification. In particular, we propose a web application that allows kids and teenagers to experience the typical dynamics of information spread through a realistic…
Descriptors: Privacy, Social Media, Children, Adolescents