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Westera, Wim – Educational Technology & Society, 2019
This paper aims to improve the design methods for serious games (games for learning) by identifying a set of well-established pedagogical misconceptions and presenting design guidelines to avoid these. It analyses the pedagogical principles and models that are commonly used in serious game design, and contrasts these with evidence and advances in…
Descriptors: Educational Games, Instructional Effectiveness, Learning Experience, Learning Motivation
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Al-Shammari, Minwir M. – Journal of International Education in Business, 2022
Purpose: The study is exploratory and aims to investigate students' learning experience in a supply chain management (SCM) course at a university in Bahrain. The selected learning skills were cognitive, affective and interactive, whereas the adopted pedagogical tools were case analysis, evaluative essay and game exercise.…
Descriptors: Foreign Countries, College Students, Business Administration Education, Business Schools
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Bahgat, Mohamed; Elsafty, Ashraf; Shaarawy, Ashraf; Said, Tamer – Journal of Education and Training Studies, 2018
Over the past decades, Learning & Development has become an area of growing interest and constant research. As a result, there is an abundance of studies and models that target the development of educators. However, the professional development of educators should be built on a comprehensive framework of research-based instructional strategies…
Descriptors: Models, Active Learning, Adult Students, Learning Theories
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Enfield, Jacob; Myers, Rodney D.; Lara, Miguel; Frick, Theodore W. – Simulation & Gaming, 2012
Educators increasingly view the high level of engagement and experiential learning offered by games as a means to promote learning. However, as with any designed learning experience, player experiences should provide an accurate representation of content to be learned. In this study, the authors investigated the DIFFUSION SIMULATION GAME (DSG) to…
Descriptors: Innovation, Experiential Learning, Data Analysis, Learning Experience
Earl, Jason Scott – ProQuest LLC, 2012
The focal goal of this research was to extend the empirical effort on business simulations as a form of experiential learning by providing the first empirical analysis of business acumen and knowledge application skills. Disruptions in technology are providing more opportunities to improve the simulation gaming learning experience and a number of…
Descriptors: Experiential Learning, Control Groups, Experimental Groups, Administrators
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Kiili, Kristian – Internet and Higher Education, 2005
Online games satisfy the basic requirements of learning environments and can provide engaging learning experiences for students. However, a model that successfully integrates educational theory and game design aspects do not exist. Thus, in this paper an experiential gaming model that is based on experiential learning theory, flow theory and game…
Descriptors: Feedback (Response), Learning Theories, Educational Games, Experiential Learning
Stamper, John, Ed.; Pardos, Zachary, Ed.; Mavrikis, Manolis, Ed.; McLaren, Bruce M., Ed. – International Educational Data Mining Society, 2014
The 7th International Conference on Education Data Mining held on July 4th-7th, 2014, at the Institute of Education, London, UK is the leading international forum for high-quality research that mines large data sets in order to answer educational research questions that shed light on the learning process. These data sets may come from the traces…
Descriptors: Information Retrieval, Data Processing, Data Analysis, Data Collection