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Showing 1 to 15 of 25 results Save | Export
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Mustafa Seref Akin – International Journal of Game-Based Learning, 2023
The process of massive multiplayer online gamers and their social environment is analyzed in this context. Video games offer a platform for players to develop essential social and emotional skills with online gamers, such as predicting behaviors, providing support, and building relationships. Gaming serves as a communication channel, and games…
Descriptors: Foreign Countries, Computer Games, Video Games, Computer Mediated Communication
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Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
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Kirsi Syynimaa; Kirsi Lainema; Timo Lainema – International Journal of Technology in Education, 2024
The application of digital game-based learning (GBL) methods has lately received more attention in higher education (HE). An extensive body of previous investigations has recognised the potential of instructional games to advance the learning of appropriate work life skills. However, there seems to be a lack of understanding in the current…
Descriptors: Foreign Countries, Undergraduate Students, Game Based Learning, Educational Games
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Alperen Ceylan; Sumeyra Akkaya – International Technology and Education Journal, 2024
The aim of this study is to systematically examine graduate studies on digital game addiction in the field of education. Document analysis technique was used in the study. The 57 graduate studies included in the study were determined by criterion sampling. The data obtained was analyzed using content analysis. As a result of the study, it was seen…
Descriptors: Foreign Countries, Graduate Students, Computer Games, Addictive Behavior
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Lin, Cheng-Ta – Turkish Online Journal of Educational Technology - TOJET, 2023
A purposive sampling was conducted with 109 students from Anding elementary school, Taiwan. First, we found perceived ease of learning, enjoyment, self-efficacy, social interaction and learning attitude have significant differences between integrated teaching approach and Spoon-feeding instruction in this study. Second, the research framework has…
Descriptors: Computer Assisted Instruction, Elementary School Students, Difficulty Level, Student Attitudes
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Troy Meston; Julie Ballangarry; Harry Van Issum; Helen Klieve; Courtney Smith; Tasha Riley – Pedagogy, Culture and Society, 2025
This paper details the 'Deadly Gaming' pilot (DG). DG centred research has been designed to exploit the protective value of Indigenous culture, to nurture translational literacies (e.g., cultural capital, academic confidence, teamwork, problem solving, critical thinking, and 21st century skills) necessary for academic success in an urban…
Descriptors: Indigenous Knowledge, Indigenous Populations, Culturally Relevant Education, Cultural Capital
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Riivari, Elina; Kivijärvi, Marke; Lämsä, Anna-Maija – Educational Technology Research and Development, 2021
Our study examined using a computer-based learning game as a tool to facilitate teaching and learning teamwork skills. The game was applied to an undergraduate level human resource management course at a business school in Finland. We focused on students' experiences and key learning outcomes of collaborative learning of teamwork skills through…
Descriptors: Computer Games, Cooperative Learning, Teamwork, Teaching Methods
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Arini, Rhea L.; Wiggs, Luci; Kenward, Ben – Developmental Psychology, 2021
Although children enact third-party punishment, at least in response to harm and fairness violations, much remains unknown about this behavior. We investigated the tendency to make the punishment fit the crime in terms of moral domain; developmental patterns across moral domains; the effects of audience and descriptive norm violations; and…
Descriptors: Punishment, Ethics, Moral Values, Audiences
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Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning
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Siem Buseyne; Amelie Vrijdags; Annelies Raes – International Journal of Designs for Learning, 2023
Collaborative Problem Solving (CPS) skills are receiving increased attention in the current workforce and in lifelong learning. In learning and labor contexts, successful teamwork is however not always guaranteed, due to several reasons, such as an unequal level of individual participation. Training in CPS for all groups is therefore needed.…
Descriptors: Problem Solving, Cooperative Learning, Labor Force Development, Teamwork
Paulic, Deniz Jacqueline – ProQuest LLC, 2017
A major challenge for senior leaders throughout the world is to inspire people to share knowledge (Akgun, Keskin, Ayar, & Okunakol, 2017; Razak et al., 2016). The study was a pilot trial of a specially designed knowledge sharing (KS) training intervention program that involved two versions of a digital game, with one version based on teamwork…
Descriptors: Information Dissemination, Computer Games, Teamwork, Self Efficacy
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Yong, Su Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Game-Based Learning, 2019
This article explores the potential use metacognitive skills learned in computer games to teach mathematics. This study explored the similarities and differences in the learning of metacognitive skills between computer games and mathematics education. A mixed-methods approach was employed in which a quantitative survey (students, n=174) and a…
Descriptors: Metacognition, Thinking Skills, Skill Development, Computer Games
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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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Pitura, Joanna; Terlecka-Pacut, Elzbieta – Computer Assisted Language Learning, 2018
Being able to communicate in foreign languages, along with the remaining key competences for lifelong learning, are of special significance for upper-secondary school students -- soon-to-be tertiary education students and employees. Although Polish educational authorities have made efforts to account for this need in the Core Curriculum for Modern…
Descriptors: Second Language Learning, Second Language Instruction, Secondary School Students, Computer Games
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Costin, Yvonne; O'Brien, Michael P.; Slattery, Darina M. – International Journal of Teaching and Learning in Higher Education, 2018
Entrepreneurs need to develop a range of skills to be successful, including skills in decision making, risk management, problem solving, communication, and teamwork. Games and simulations are increasingly being used in both academia and business to encourage such skills development. This paper describes a business simulation module whereby…
Descriptors: Foreign Countries, Graduate Students, Business Administration Education, Entrepreneurship
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