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Showing 1 to 15 of 25 results Save | Export
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Nikolaos Pellas – Computers in the Schools, 2024
There is substantial evidence that incorporating interactive environments for game-based instruction has a significant potential to support the development of computational thinking and programming skills in primary education students. However, it is not clear whether a simulation game (SG) with different user interface elements, created via…
Descriptors: Foreign Countries, Extracurricular Activities, Computer Science Education, Elementary School Students
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Athanasios Christopoulos; Stylianos Mystakidis; Justyna Kurczaba; Mikko-Jussi Laakso; Chrysostomos Stylios – International Journal of Science and Mathematics Education, 2024
Previous studies have found positive effects of Game-Based Learning for mathematics. While most studies assume that this effect is explained by the presence of flow/immersion during games, this has not yet been established. The aim of the current study is to verify if immersion indeed is associated with mathematical skills improvement when using a…
Descriptors: Computer Simulation, Educational Games, Mathematics Skills, Mathematics Achievement
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Pellas, Nikolaos – Journal of Computer Assisted Learning, 2023
Background: Owing to the exponential growth of three-dimensional (3D) environments amongst researchers and educators to create simulation games (SGs) in primary education, there is a growing interest to examine their potential support in computer science courses instead of visual programming environments. Objectives: This study explores the…
Descriptors: Computation, Thinking Skills, Programming, Skill Development
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Kynigos, Chronis; Grizioti, Marianthi – British Journal of Educational Technology, 2020
Although there is wide rhetoric that programming should be learnt by all as an element of computational thinking (CT), in practice, it is mostly implemented narrowly as an end in itself consisting of routine practice and traditional testing of the ability to code. This paper discusses a way in which programming could be seen through a wider…
Descriptors: Educational Games, Thinking Skills, Computation, Affordances
Melcer, Edward F. – ProQuest LLC, 2018
Embodiment is a concept that has gained widespread usage within the Human-Computer Interaction (HCI) community in recent years. In a general sense, embodiment is the notion that cognition arises not just from the mind, but also through our bodies' physical and social interactions with the world around us. HCI has employed this body-centric…
Descriptors: Educational Technology, Human Body, Design, Man Machine Systems
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Callies, Sophie; Gravel, Mathieu; Beaudry, Eric; Basque, Josianne – International Journal of Game-Based Learning, 2017
This paper presents an architecture designed for simulation serious games, which automatically generates game-based scenarios adapted to learner's learning progression. We present three central modules of the architecture: (1) the learner model, (2) the adaptation module and (3) the logs module. The learner model estimates the progression of the…
Descriptors: Simulation, Educational Games, Models, Computation
Berland, Matthew; Duncan, Sean – Educational Technology, 2016
Surprisingly few empirical studies address how computational thinking works "in the wild" or how games and simulations can support developing computational thinking skills. In this article, the authors report results from a study of computational thinking (CT) as evinced through player discussions around the collaborative board game…
Descriptors: Educational Games, Play, Computation, Cooperative Learning
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Isaias, Pedro, Ed.; Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed. – Cognition and Exploratory Learning in the Digital Age, 2020
This volume provides a comprehensive and contemporary depiction of the swift evolution of learning technologies and the innovations that derive from their deployment in school education. It comprises cases studies, research focused on emergent technologies and experiments with existing tools in a wide range of scenarios. The studies included in…
Descriptors: Educational Technology, Educational Innovation, Computer Uses in Education, STEM Education
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Vysotskaya, Anna; Kolvakh, Oleg; Stoner, Greg – Accounting Education, 2016
The aim of this paper is to describe the innovative teaching approach used in the Southern Federal University, Russia, to teach accounting via a form of matrix mathematics. It thereby contributes to disseminating the technique of teaching to solve accounting cases using mutual calculations to a worldwide audience. The approach taken in this course…
Descriptors: Computation, Teaching Methods, Mathematics, Matrices
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Lamb, Richard L. – Journal of Science Education and Technology, 2016
Within the last 10 years, new tools for assisting in the teaching and learning of academic skills and content within the context of science have arisen. These new tools include multiple types of computer software and hardware to include (video) games. The purpose of this study was to examine and compare the effect of computer learning games in the…
Descriptors: Cognitive Processes, Computation, Models, Science Laboratories
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Eckardt, Gordon; Selen, Willem; Wynder, Monte – e-Journal of Business Education and Scholarship of Teaching, 2015
Business simulations are a powerful way to provide experiential learning that is focussed, controlled, and concentrated. Inherent in any simulation, however, are numerous assumptions that determine feedback, and hence the lessons learnt. In this conceptual paper we describe some common cost assumptions that are implicit in simulation design and…
Descriptors: Business Administration Education, Simulation, Educational Games, Teaching Methods
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Altanis, Ioannis; Retalis, Symeon; Petropoulou, Ourania – Education Sciences, 2018
During the last few years, there has been a growing interest in students getting engaged in digital game-making activities so as to enhance their thinking skills. The findings of studies that have examined the impact of such initiatives are quite positive, especially concerning the promotion of 21st century skills; however, many students seem to…
Descriptors: Foreign Countries, Secondary School Students, Educational Games, Thinking Skills
Myers, Rodney Dean – ProQuest LLC, 2012
In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and…
Descriptors: Simulation, Teaching Methods, Interaction, Computer Games
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Flores, Alfinio – Mathematics Teacher, 2014
Tossing a fair coin 1000 times can have an unexpected result. In the activities presented here, players keep track of the accumulated total for heads and tails after each toss, noting which player is in the lead or whether the players are tied. The winner is the player who was in the lead for the higher number of turns over the course of the game.…
Descriptors: Mathematics Instruction, Learning Activities, Numbers, Mathematical Concepts
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Muñoz, Karla; Noguez, Julieta; Neri, Luis; Mc Kevitt, Paul; Lunney, Tom – Educational Technology & Society, 2016
Game-based Learning (GBL) environments make instruction flexible and interactive. Positive experiences depend on personalization. Student modelling has focused on affect. Three methods are used: (1) recognizing the physiological effects of emotion, (2) reasoning about emotion from its origin and (3) an approach combining 1 and 2. These have proven…
Descriptors: Educational Games, Psychological Patterns, Models, Academic Achievement
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