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Kwaku Edusei – ProQuest LLC, 2022
The purpose of this study is to investigate how designers of commercial educational mathematics game apps describe various aspects of "integration". My investigation addresses several research questions, including what integration means to designers, why they build it into games, and how they do so. Integration is a concept described in…
Descriptors: Gamification, Educational Games, Computer Oriented Programs, Mathematics
Erta-Majó, Arnau; Vaquero, Eduard – Contemporary Educational Technology, 2023
Transmedia storytelling has the potential to be an effective approach for non-formal education. Previous research has suggested that there may be a reciprocal relationship between transmedia storytelling and the characteristics of non-formal learners. However, there is limited literature on how to structure and design educational processes using…
Descriptors: Multimedia Instruction, Multimedia Materials, Story Telling, Nonformal Education
Nathan, Mitchell J.; Swart, Michael I. – Educational Technology Research and Development, 2021
Materialist design is presented as an embodied perspective on educational design that can be applied to redesign of classroom-based learning environments. Materialist design is informed by a framework of materialist epistemology, which positions material innovation on equal placement with symbol-based formal theory. Historical examples of…
Descriptors: Epistemology, Instructional Design, Video Games, Technology Uses in Education
Nathan, Mitchell J.; Swart, Michael I. – Grantee Submission, 2021
Materialist design is presented as an embodied perspective on educational design that can be applied to redesign of classroom-based learning environments. Materialist design is informed by a framework of materialist epistemology, which positions material innovation on equal placement with symbol-based formal theory. Historical examples of…
Descriptors: Epistemology, Instructional Design, Video Games, Technology Uses in Education
Malmstrom, Marianne – set: Research Information for Teachers, 2018
Digital games are responsible for turning my pedagogical practice on its head and landing me in New Zealand. My journey down the digital games "rabbit hole" started in 2007. Not having a map to follow ended up being revolutionary as I learnt to follow the learning. I describe four important lessons I have learnt through working with…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Computer Simulation
Novak, Elena – Educational Technology Research and Development, 2015
Storyline is one of the major motivators that lead people to play video games. However, little empirical evidence exists on the instructional effectiveness of integrating a storyline into digital learning materials. This systematic literature review presents current empirical findings on the effects of a storyline game design element for human…
Descriptors: Video Games, Instructional Effectiveness, Educational Technology, Technology Uses in Education
Sandford, Richard – Educational Media International, 2014
Researchers have offered, in recent years, compelling reasons for considering the potential of digital games to support learning and in response policy-makers and educators around the world have demonstrated a commitment to exploring their practical use in school. There remain, however, many questions about how games can best support learning,…
Descriptors: Foreign Countries, Educational Games, Elementary School Teachers, Instructional Design
Yilmaz, Turkan Karakus; Cagiltay, Kursat – Contemporary Educational Technology, 2016
Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the…
Descriptors: Simulated Environment, Computer Simulation, Observation, Interviews
Clark, Douglas B.; Sengupta, Pratim; Brady, Corey E.; Martinez-Garza, Mario M.; Killingsworth, Stephen S. – International Journal of STEM Education, 2015
Background: In this paper, we investigate the relationship between theory and design in the context of creating digital games to support children's development of scientific expertise. Synthesis: Theoretically, we consider two frameworks--Knowledge in Pieces (or KiP) and Science as Practice (or SaP). While KiP is a theory about the structure of…
Descriptors: Educational Games, Video Games, Computer Games, Science Education
Kurubacak, Gulsun, Ed.; Altinpulluk, Hakan, Ed. – IGI Global, 2017
Novel trends and innovations have enhanced contemporary educational environments. When applied properly, these computing advances can create enriched learning opportunities for students. "Mobile Technologies and Augmented Reality in Open Education" is a pivotal reference source for the latest academic research on the integration of…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
Perrotta, C.; Evans, M. A. – Journal of Computer Assisted Learning, 2013
This paper argues that the emphasis on orchestration as a metaphor for teaching in technology-enhanced learning (TEL) environments, featured in recent academic discussions, is an opportunity to broaden the scope of the inquiry into educational technology. Drawing on sociological literature and research that investigated the systemic factors that…
Descriptors: Instructional Design, Politics of Education, Information Technology, Educational Technology
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard – TechTrends: Linking Research and Practice to Improve Learning, 2010
As noted in part I of this article (published in "TechTrends 54"(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and…
Descriptors: Instructional Design, Video Games, College Faculty, Educational Technology
Becker, Katrin – International Journal of Game-Based Learning, 2011
This paper outlines a simple and effective model that can be used to evaluate and design educational digital games. It also facilitates the formulation of strategies for using existing games in learning contexts. The model categorizes game goals and learning objectives into one or more of four possible categories. An overview of the model is…
Descriptors: Educational Games, Video Games, Instructional Design, Formative Evaluation
Abramovich, Samuel; Schunn, Christian; Higashi, Ross Mitsuo – Educational Technology Research and Development, 2013
Educational Badges are touted as an alternative assessment that can increase learner motivation. We considered two distinct models for educational badges; merit badges and videogame achievements. To begin unpacking the relationship between badges and motivation, we conducted a study using badges within an intelligent-tutor system for teaching…
Descriptors: Student Motivation, Prior Learning, Alternative Assessment, Expertise