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Showing 1 to 15 of 22 results Save | Export
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Colvert, Angela – Literacy, 2022
To support digital literacies in schools, fundamental reorientation and rethinking is required to develop 'appropriate' pedagogical practices which are aligned with (and extend) the current curriculum. To achieve this, new flexible frameworks and tools are needed to support educators to work creatively and productively within the current…
Descriptors: Technological Literacy, Play, Design, Teaching Methods
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Ekström, Sara; Pareto, Lena – Education and Information Technologies, 2022
The idea of using social robots for teaching and learning has become increasingly prevalent and robots are assigned various roles in different educational settings. However, there are still few authentic studies conducted over time. Our study explores teachers' perceptions of a learning activity in which a child plays a digital mathematics game…
Descriptors: Robotics, Teaching Methods, Longitudinal Studies, Teacher Attitudes
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Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
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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
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Reinhardt, Jonathon – New Language Learning and Teaching Environments, 2019
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
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Sugden, Nicole; Brunton, Robyn; MacDonald, Jasmine; Yeo, Michelle; Hicks, Ben – Australasian Journal of Educational Technology, 2021
There is growing demand for online learning activities that offer flexibility for students to study anywhere, anytime, as online students fit study around work and family commitments. We designed a series of online activities and evaluated how, where, and with what devices students used the activities, as well as their levels of engagement and…
Descriptors: Learning Activities, Learner Engagement, Online Courses, Handheld Devices
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Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students
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Damsa, Crina; Muukkonen, Hanni – Research Papers in Education, 2020
This paper elaborates on the notion of object-oriented collaborative learning by building on empirical material from two case studies in higher education. Prior empirical findings show how knowledge objects are evolving entities, shaped by the interactions between participants, and how students learn from engaging in knowledge practice that…
Descriptors: Instructional Design, Cooperative Learning, Case Studies, Higher Education
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Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S. – Review of Educational Research, 2016
In this meta-analysis, we systematically reviewed research on digital games and learning for K-16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust…
Descriptors: Educational Games, Computer Games, Meta Analysis, Multiple Regression Analysis
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Cherkasova, Evgenia V.; Raby, Nicholas R. – International Journal for Talent Development and Creativity, 2015
This paper presents a course design model created in response to the pedagogical challenges inherent in a 'Big Questions' course in the humanities. We conceptualize the model as an Open Dynamic Educational Project (ODEP), namely, a carefully designed learning environment--physical, intellectual, and digital--which comprises "both" a…
Descriptors: Instructional Innovation, Teaching Methods, Web Sites, Computer Games
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Voulgari, Iro; Komis, Vassilis; Sampson, Demetrios G. – Educational Technology Research and Development, 2014
Over the past decade research has recognised the learning potential of massively multiplayer online games (MMOGs). MMOGs can be used by the technology-enhanced learning research community to study and identify good educational practices that may inspire engaging, creative and motivating approaches for education and learning. To this end, in this…
Descriptors: Computer Games, Educational Technology, Teaching Methods, Student Attitudes
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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
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Arya, Ali; Chastine, Jeff; Preston, Jon; Fowler, Allan – International Journal of Game-Based Learning, 2013
This paper reports the results of an online survey done by Global Game Jam (GGJ) participants in January 2012. This is an expansion of an earlier survey of a local game jam event and seeks to validate and extend previous studies. The objectives of this survey were collecting demographic information about the GGJ participants, understanding their…
Descriptors: Educational Games, Global Approach, Learning Processes, Online Surveys
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Ching, Dixie – Cultural Studies of Science Education, 2012
Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may…
Descriptors: Instructional Design, Constructivism (Learning), Expertise, Video Games
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Hamalainen, Raija; Oksanen, Kimmo – Computers & Education, 2012
Along with the development of new technologies, orchestrating computer-supported collaborative learning (CSCL) has become a topic of discussion because new learning spaces challenge teacher to support collaborative learning in new ways. However, despite the optimistic notions of teachers' orchestration in CSCL situations, there are still no…
Descriptors: Computer Assisted Instruction, Group Activities, Professional Development, Time on Task
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