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Showing 1 to 15 of 17 results Save | Export
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Sneha Maji; Amritansh Saha; Harsh Pal – Discover Education, 2024
Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related specially in the context of visual aesthetic studies. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and…
Descriptors: Learner Engagement, Educational Games, Computer Simulation, Heritage Education
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Dhanush S. Bejjarapu; Yize Chen; Jiyan Xu; Eric Shaffer; Nishant Garg – Journal of Chemical Education, 2024
Recent advancements in computer graphics and hardware have driven the resurgence of virtual reality (VR). Past literature has reported the use of VR in education, especially for teaching spatially complex concepts. However, there are limited data available on the precise role of VR game design elements. In this study, we introduce a new VR game,…
Descriptors: Physical Sciences, Chemistry, Computer Simulation, Educational Games
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Rudolphi-Solero, Teodoro; Lorenzo-Alvarez, Rocio; Ruiz-Gomez, Miguel J.; Sendra-Portero, Francisco – Anatomical Sciences Education, 2022
Competitive game-based learning within Second Life enables effective teaching of basic radiological anatomy and radiological signs to medical students, with good acceptance and results when students participate voluntarily, but unknown in a compulsory context. The objectives of this study were to reproduce a competitive online game based on…
Descriptors: Medical Students, Medical Education, Game Based Learning, Educational Games
Lori J. Hill – ProQuest LLC, 2022
This study used a quasi-experimental approach with a nonequivalent control group posttest-only design to examine the effectiveness of a virtual escape room on the acquisition of nursing students' knowledge related to leadership nursing content. Additionally, the study measured the students' perceptions of the escape room activity as an effective…
Descriptors: Nursing Education, Educational Games, Electronic Learning, Virtual Classrooms
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Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries
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Parong, Jocelyn; Mayer, Richard E. – Applied Cognitive Psychology, 2020
Summary The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, "Cerevrum," on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing…
Descriptors: Cognitive Processes, Cognitive Development, Educational Games, Training
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Boldbaatar, Nomin; Sendurur, Emine – Journal of Educational Computing Research, 2019
The emergence of block-based environments aims to facilitate the problems caused by the abstractness of text-based languages. Recent studies generally focus on the effect of having block-based experience on programming education. This study is an attempt to observe the transfer of previous programming experiences (block-based vs. text-based) into…
Descriptors: Educational Games, Computer Games, Computer Simulation, Computer Software
Swanson, Kelly Willard – ProQuest LLC, 2018
Traditional teacher education programs focus on pedagogy and, to a lesser extent, assessments of knowledge (Siedlecki, 2012). Pedagogy and assessments should be fundamental components of any secondary teacher's curriculum planning (Knight, Shum, & Littleton, 2014). This study sought to consider the possible effects of three pedagogical…
Descriptors: Testing, Teaching Methods, Direct Instruction, Problem Solving
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Ak, Oguz; Kutlu, Birgul – British Journal of Educational Technology, 2017
The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required…
Descriptors: Computer Simulation, Computer Games, Educational Games, Instructional Effectiveness
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Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander – Electronic Journal of e-Learning, 2017
Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…
Descriptors: Gender Differences, Cultural Differences, Cultural Background, Educational Games
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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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Franciosi, Stephan J.; Yagi, Junichi; Tomoshige, Yuuki; Ye, Suying – CALICO Journal, 2016
Recent studies have shown that simulation games may be useful tools for supporting foreign language education. However, much of this research has focused on games using 3D graphic technology, which entail technical requirements that may render them too complex for use in many educational contexts. Accordingly, we wanted to determine if less…
Descriptors: Vocabulary Development, Educational Games, Memory, Quasiexperimental Design
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Kwon, Seolim; Lara, Miguel; Enfield, Jake; Frick, Theodore – Journal of Educational Technology Systems, 2013
Conducting an iterative usability testing, a set of prompts used as a form of instructional support was developed in order to facilitate the comprehension of the diffusion of innovations theory (Rogers, 2003) in a simulation game called the Diffusion Simulation Game (DSG) (Molenda & Rice, 1979). The six subjects who participated in the study…
Descriptors: Educational Technology, Technology Uses in Education, Usability, Prompting
Sumners, Sarah Elizabeth – ProQuest LLC, 2012
The purpose of the study was to better understand social studies teacher education through preservice professional development that incorporates an online gaming and simulation component. Examination of the impact of online gaming and simulations on the self-efficacy and content knowledge of preservice teachers in the methods course was…
Descriptors: Civics, Social Studies, Preservice Teacher Education, Educational Games
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Liu, Chang; Franklin, Teresa; Shelor, Roger; Ozercan, Sertac; Reuter, Jarrod; Ye, En; Moriarty, Scott – American Journal of Business Education, 2011
Game-like three-dimensional (3D) virtual worlds have become popular venues for youth to explore and interact with friends. To bring vital financial literacy education to them in places they frequent, a multi-disciplinary team of computer scientists, educators, and financial experts developed a youth-oriented financial literacy education game in…
Descriptors: Money Management, Teaching Methods, Computer Simulation, Educational Games
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