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Showing 1 to 15 of 17 results Save | Export
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Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Mei-Syuan; Tai, Kai-Hsin – Journal of Educational Computing Research, 2021
In line with the attention-to-affect model, this study employed a game that encompasses Gestalt perception to explore how extraneous cognitive load (ECL) and gameplay anxiety correlate with attitude towards exploitative learning and attitude towards explorative learning as students play the Visual-Saliency game (VSG) with images of artworks. The…
Descriptors: Difficulty Level, Cognitive Processes, Anxiety, Correlation
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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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Shackelford, Laura; David Huang, Wenhao; Craig, Alan; Merrill, Cameron; Chen, Danying – Educational Media International, 2019
Virtual reality (VR) and game-based learning strategies have rarely been investigated together with a keen focus on motivational processing. This lack of understanding on motivational support of VR game-based learning has hindered the design of such environments to effectively and efficiently support intended learning processes. The study revealed…
Descriptors: Computer Simulation, Learning Strategies, Educational Games, Learning Processes
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Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
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Eder, Lauren B.; Antonucci, Yvonne L.; Monk, Ellen F. – Journal of Information Systems Education, 2019
The value of enterprise resource planning (ERP) systems to business organizations has long been recognized with their use being integrated into educational business curricula and training. ERPsim games incorporate live business simulations that enable students to learn about ERP concepts firsthand by working in teams and managing their own…
Descriptors: Learner Engagement, Teamwork, Group Dynamics, Business Administration Education
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Hwang, Mark I. – Journal of Information Systems Education, 2018
Much interest exists in using Enterprise Resource Planning simulation (ERPsim) games to help students learn complex concepts involved in Enterprise Resource Planning (ERP) systems. However, little research has explored factors that contribute to team performance during an ERPsim game. The current study investigated teamwork as a contributor to…
Descriptors: Teaching Methods, Educational Games, Simulated Environment, Planning
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DeFalco, Jeanine A.; Rowe, Jonathan P.; Paquette, Luc; Georgoulas-Sherry, Vasiliki; Brawner, Keith; Mott, Bradford W.; Baker, Ryan S.; Lester, James C. – International Journal of Artificial Intelligence in Education, 2018
Tutoring systems that are sensitive to affect show considerable promise for enhancing student learning experiences. Creating successful affective responses requires considerable effort both to detect student affect and to design appropriate responses to affect. Recent work has suggested that affect detection is more effective when both physical…
Descriptors: Psychological Patterns, Stress Variables, Educational Games, Intelligent Tutoring Systems
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Perry, Judy; Klopfer, Eric – Computers in the Schools, 2014
The integration of learning games into schools holds significant promise, yet faces numerous obstacles. Ubiquitous games (casual games for smart phones) attempt to motivate students to engage repeatedly with content beyond school, while enabling teachers to facilitate deeper reflection on game-related curricula during class. During a two-year…
Descriptors: Educational Games, Handheld Devices, Electronic Learning, Biology
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Pellas, Nikolaos – Interactive Learning Environments, 2017
The combination of Open Sim and Scratch4OS can be a worthwhile innovation for introductory programming courses, using a Community of Inquiry (CoI) model as a theoretical instructional design framework. This empirical study had a threefold purpose to present: (a) an instructional design framework for the beneficial formalization of a virtual…
Descriptors: Educational Indicators, Communities of Practice, Computer Simulation, High School Students
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Cela-Ranilla, Jose M.; Esteve-Mon, Francesc M.; Esteve-González, Vanessa; Gisbert-Cervera, Merce – Australasian Journal of Educational Technology, 2014
Emerging technologies are providing opportunities for designing new learning environments, especially environments in which students can learn by putting their skills into practice. Knowledge about the development of these experiences needs to be accumulated and processed so that they can be integrated effectively into training programmes. In this…
Descriptors: Educational Environment, Self Management, Teamwork, Marketing
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Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
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Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Chatzakis, Michalis; Kitsikoudis, Konstantinos; Lazarou, Efthymios – International Journal of Game-Based Learning, 2015
This study examined whether a 3D collaborative gave can be used as a midterm examination method and investigated the impact of this game on students' attitude towards collaboration. A total of 89 students and one coordinating professor participated in this study. The intervention lasted five weeks and took place in a computer science department.…
Descriptors: Computer Games, Educational Games, Computer Simulation, Computer Assisted Testing
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Oksanen, Kimmo; Hämäläinen, Raija – International Journal of Game-Based Learning, 2013
Collaborative serious games have proven to have the potential to support joint knowledge construction, and there is a growing interest in applying such games to promote high-level learning. However, most of the existing studies have focused on the effects of functional, task-specific support while ignoring the social aspects of collaborative…
Descriptors: Educational Games, Cooperative Learning, Interpersonal Relationship, Social Behavior
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Kalloo, Vani; Mohan, Permanand – Electronic Journal of e-Learning, 2012
A mobile learning research project was conducted in Trinidad and Tobago to determine if mobile learning can assist high school students in learning mathematics. Several innovative techniques were used in this research to address the problem of high failure rates of mathematics in high schools in the Caribbean. A mobile learning application was…
Descriptors: Electronic Learning, Mathematics Curriculum, Student Attitudes, Learning Strategies
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Chang, Y. C.; Peng, H. Y.; Chao, H. C. – Interactive Learning Environments, 2010
In recent years, games have been proven to be an effective tool in supplementing traditional teaching methods. Through game playing, students can strengthen their cognitive-recognition architecture and can gain satisfaction as well as a sense of achievement. This study presents a conceptual framework for examining various effective strategies by…
Descriptors: Learning Motivation, Multiple Regression Analysis, Statistical Analysis, Teaching Methods
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