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Salas-Rueda, Ricardo-Adán; Salas-Rueda, Érika-Patricia; Salas-Rueda, Rodrigo-David – International Journal of Education in Mathematics, Science and Technology, 2020
This mixed research aims to analysis and design the Web Game On Descriptive Statistics (WGODS) through the ADDIE model, data science and machine learning. The sample consists of 61 students from a university in Mexico. WGODS is a technological tool (quiz game) that presents various questions and answers about statistics (quantitative and…
Descriptors: Statistics, Computer Games, College Students, Educational Games
Shute, Valerie J.; Smith, Ginny; Kuba, Renata; Dai, Chih-Pu; Rahimi, Seyedahmad; Liu, Zhichun; Almond, Russell – Grantee Submission, 2020
In honor of Jim Greer, we share our recent work--a design and development study of various learning supports embedded within the game "Physics Playground." This 2-dimensional computer game is designed to help students learn Newtonian physics and uses stealth assessment to measure, in real-time, their physics understanding. The game…
Descriptors: Physics, Educational Games, Computer Games, Science Education
Building a Better Mousetrap: How Design-Based Research Was Used to Improve Homemade PowerPoint Games
Siko, Jason P.; Barbour, Michael K. – TechTrends: Linking Research and Practice to Improve Learning, 2016
This paper is a review of a three-cycle, design-based research study that explored the relationship between the pedagogical research and the actual implementation of a game design project using Microsoft PowerPoint. Much of the initial literature on using homemade PowerPoint games showed no significant improvement in test scores when students…
Descriptors: Design, Visual Aids, Computer Software, Teaching Methods
Giannakos, Michail, Ed. – Lecture Notes in Educational Technology, 2020
This book introduces the reader to evidence-based non-formal and informal science learning considerations (including technological and pedagogical innovations) that have emerged in and empowered the information and communications technology (ICT) era. The contributions come from diverse countries and contexts (such as hackerspaces, museums,…
Descriptors: Nonformal Education, Informal Education, Science Education, Computer Uses in Education
Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
Tan, Jean Lee; Goh, Dion Hoe-Lian; Ang, Rebecca P.; Huan, Vivien S. – Computers & Education, 2013
This paper reports a study conducted to formally evaluate a social problem-solving skills game during the start of the development to ensure that the desired game attributes were successfully embodied in the final game. Two methods, heuristic evaluation and participatory design, were adopted to assess whether the features of the game pose…
Descriptors: Educational Games, Computer Games, Problem Solving, Interpersonal Competence
Arnab, Sylvester; Berta, Riccardo; Earp, Jeffrey; de Freitas, Sara; Popescu, Maria; Romero, Margarida; Stanescu, Ioana; Usart, Mireia – Electronic Journal of e-Learning, 2012
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid technological innovation and associated changes in the way we work and live. As well as accommodation of technology in its ever-diversifying forms, there is a fundamental need to enhance learning processes through evolution in pedagogical approaches, so…
Descriptors: Foreign Countries, Educational Games, Computer Games, Learning Processes
Norton, Priscilla; Hathaway, Dawn – Educational Technology, 2012
In this article, the CLICK ("C"omputer Games and "L"iteracy "I"ntegrated with "C"ontent "K"nowledge) design model for high school education is proposed and developed as an instructional response to concerns about content coverage versus deeper content knowledge, learners' inability to grasp the meanings embedded in complex text, and disregard for…
Descriptors: Expertise, Instructional Design, High Schools, Computer Games
Schrader, Claudia; Bastiaens, Theo – International Review of Research in Open and Distance Learning, 2012
Embedding support devices in educational computer games has been asserted to positively affect learning outcomes. However, there is only limited direct empirical evidence on which design variations of support provision influence learning. In order to better understand the impact of support design on novices' learning, the current study…
Descriptors: Foreign Countries, Computer Games, Educational Games, Computer Uses in Education
Fabricatore, Carlo; Lopez, Ximena – Electronic Journal of e-Learning, 2012
This study explored the potential of digital games as learning environments to develop mindsets capable of dealing with complexity in the domain of sustainability. Building sustainable futures requires the ability to deal with the complex dynamics that characterize the world in which we live. As central elements in this system, we must develop the…
Descriptors: Foreign Countries, Educational Games, Computer Games, Problem Solving
Mysirlaki, Sofia; Paraskeva, Fotini – Electronic Journal of e-Learning, 2012
As our need for collaboration constantly grows, new tools have emerged to connect us in social networks, supporting the development of online communities, such as online games and virtual worlds. MMOGs (Massively Multiplayer Online Games) and MMORPGs (Massively Multiplayer Online Role-Playing Games) are complex systems, in which players are…
Descriptors: Teaching Methods, Leadership, Educational Research, Leadership Training
Tang, Stephen; Hanneghan, Martin – Journal of Interactive Learning Research, 2011
Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…
Descriptors: Computer Software, Educational Technology, Teaching Methods, Computer Uses in Education
Teoh, Jase – Journal of Educational Technology Systems, 2012
An in-depth qualitative study with nine secondary pre-service teachers from an undergraduate "Language and Literacy" class was conducted to examine the potential of simulation using Second Life (SL) in teacher education. Games and simulations were operationally defined in the broadest sense to distinguish key characteristics between…
Descriptors: Computer Uses in Education, Computer Simulation, Simulated Environment, Role Playing
Evans, Michael A.; Wang, Feihong – Journal of Educational Technology, 2008
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…
Descriptors: Educational Technology, Virtual Classrooms, Academic Achievement, Technology Uses in Education