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Showing 1 to 15 of 18 results Save | Export
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Carmen Herrmann; Barbara Drechsel – Psychology Learning and Teaching, 2024
This report provides an example implementation of a "virtual gaming simulation" (VGS) in counseling seminars in teacher education as a tool for learning psychological conversation skills. The theory-practice seminar "Counseling language learners" in a blended learning environment includes the teaching of counseling…
Descriptors: Computer Simulation, Counseling, Seminars, Teacher Education Programs
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Morgan, Lewis; Turner, Ian – Primary Science, 2021
"Dungeons and Dragons" is classified as a table-top role-playing game (TTRPG) and it is not surprising that TTRPGs exist for every genre and period that can possibly be imagined. TTRPGs are, as the name suggests, played around a table and benefit from not relying on some of the potential barriers players may perceive when playing…
Descriptors: Role Playing, Games, Academic Achievement, Elementary School Students
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Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
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Robberts, Anna S.; Van Ryneveld, Linda – Industry and Higher Education, 2022
Educators are drawn into a battle for student attention and engagement in any learning environment. This article describes how a learning environment can be changed into a game-based activity to ensure student engagement. Modules aimed at the professional development of students present numerous challenges in the structuring of learning…
Descriptors: Higher Education, Students, Engineering Education, Game Based Learning
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Jože Brecl; Metka Kordigel Aberšek; Borut Campelj; Andrej Flogie – Journal of Baltic Science Education, 2024
This research addresses the problem of how to tackle STEM education and its transformation into STEAM education in an inclusive school. It highlights the need for communication competence in collaborative teaching supported by problem-based (PBL), project-based (PrBL) and game-based (GBL) learning. At the same time, it is necessary to highlight…
Descriptors: STEM Education, Art Education, Interdisciplinary Approach, Skill Development
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Yu-Ju Lan; Mei-Feng Shih; Yu-Ting Hsiao – Educational Technology & Society, 2024
This study aimed to create a game as scaffolding in 3D virtual worlds to enhance linguistic communication skills (LCS) in children with attention deficit hyperactivity disorder (ADHD). Two ADHD children participated in the 17-week study. In 8 of the 17 weeks of the study, they logged in 3D virtual worlds to learn LCS through play twice a week, one…
Descriptors: Computer Games, Language Skills, Communication Skills, Attention Deficit Hyperactivity Disorder
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Bakan, Ufuk; Han, Turgay; Bakan, Ugur – Knowledge Management & E-Learning, 2022
Although previous studies have investigated the effect of digital games on learning foreign languages, no research has examined how effective they are on learners' perceptions regarding foreign language communicative competence development. The purpose of this study is to investigate how the use of a Massive Multiplayer Online Role-Playing Game…
Descriptors: Computer Games, English (Second Language), Second Language Learning, Second Language Instruction
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Eleni Korosidou; Eleni Griva – International Electronic Journal of Elementary Education, 2024
This paper presents a study conducted in a Greek Elementary school and explores the impact of Digital Storytelling (DST) on developing children's second language (L2) writing skills and their intercultural awareness. The development of digital technologies has enabled the use of different multimedia tools to reconfigure traditional storytelling.…
Descriptors: Second Language Learning, Writing Skills, Cultural Awareness, Story Telling
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Eleni Meletiadou – IAFOR Journal of Education, 2024
Playmobil pro is an innovative modelling kit for adults that encourages creative thinking in the university/workplace. International multilingual students often disclose that they have little opportunity to develop their intercultural awareness, and cross-cultural and multilingual communicative competencies while engaging in meaningful activities…
Descriptors: Intercultural Communication, Cultural Differences, Cultural Background, Workshops
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Stephens de Jonge, Julie; Labrador, Belén – Research-publishing.net, 2020
This paper reports our preliminary observations of a pilot project carried out from February to April 2019 with a group of students learning Spanish at the University of Central Missouri and students learning English at the University of León. The project combines challenging escape room activities with intercultural and interlinguistic…
Descriptors: Critical Thinking, Student Motivation, Computer Simulation, Problem Solving
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Seitenov, Akhmetzhan S.; Aubakirova, Rakhila Zh.; Fominykh, Nataliia Iu.; ?elenko, Oxana G. – Journal of Social Studies Education Research, 2020
The purpose of this study was to experimentally test the impact of the author's Concept and the corresponding educational and methodological support on the technological development of the pedagogical process (based on teaching Fine Arts to pre-schoolers). Quantitative research methods like surveys, interviews, questionnaires, tests, tutor…
Descriptors: Technology Uses in Education, Preservice Teacher Education, Preschool Teachers, Student Teachers
Barr, Matthew – Online Submission, 2018
Qualitative interview data is presented in support of previously-published quantitative evidence that suggests commercial video games may be used to develop useful skills and competencies in undergraduate students. The purpose of the work described here was to document the attitudes of those students involved in the quantitative study and to…
Descriptors: Student Attitudes, Undergraduate Students, Late Adolescents, Game Based Learning
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Gatzoulis, Christos – International Journal of Game-Based Learning, 2020
This paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in the competition appear to exhibit a skillset of professional attitude, software-related knowledge,…
Descriptors: Epistemology, Teaching Methods, Game Based Learning, Computer Software
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Azman, Hazita; Dollsaid, Nurul Farhana – Arab World English Journal, 2018
This article explores the use of massively multiplayer online games (MMOGs) as a type of serious games that have English as a Foreign Language (EFL) learning potentials. It highlights evidence from a case study which investigated the effects of role-playing in MMOGs on communication behaviours among EFL game players. Additionally, findings from…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Game Based Learning
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Hobbs, Laura; Hartley, Calum; Bentley, Sophie; Bibby, Jordan; Bowden, Lauren; Hartley, Jackie; Stevens, Carly – Educational & Child Psychology, 2020
Aims: To gain practice-based insights, we evaluated outcomes from a science-themed Minecraft Club for children with Special Educational Needs over a four-year period. Science topics were introduced, followed by themed building in Minecraft in a multi-player setting. Particular focus was placed on the benefits of playing a shared-interest game in a…
Descriptors: Extracurricular Activities, Special Needs Students, Special Education, Game Based Learning
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