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Buchner, Josef; Rüter, Martina; Kerres, Michael – Research and Practice in Technology Enhanced Learning, 2022
In this study, we investigated whether playing an escape room game after explicit instruction (instruction-first group, N = 20) is more effective to learn about copyright and media law than playing the game before explicit instruction (problem-solving-first group, N = 21). This is an important question as escape room games are complex,…
Descriptors: Educational Games, Instructional Effectiveness, Copyrights, Mass Media
Brau, Rebekah Inez; Gardner, John W.; Webb, G. Scott; McDonald, Jason K. – Decision Sciences Journal of Innovative Education, 2019
We develop a single-class period learning game for the Plan-Do-Study-Act (PDSA) improvement cycle. The experiential activity walks teams through the PDSA problem-solving process as they create paper American footballs and improve their performance using each step of the cycle. The game is one of the first to focus on PDSA. Key benefits include…
Descriptors: Supply and Demand, Class Activities, Educational Games, Experiential Learning
Ting, Fridolin Sze Thou; Lam, Wai Hung; Shroff, Ronnie Homi – Education Sciences, 2019
Research has demonstrated the positive impact of active learning on students' learning outcomes, particularly in science, technology, engineering and mathematics (STEM) fields. However, few studies have explored the impact of active learning via problem-based collaborative games in large mathematics classes in the context of Asian tertiary…
Descriptors: Foreign Countries, Active Learning, Problem Based Learning, College Mathematics
Ogheneakoke, Clifford Edore; Obro, Sunday; Benike, Joseph – Journal of International Social Studies, 2019
This study investigated the effect of simulation game instructional strategy on academic performance of students in secondary school Social Studies. The quasi-experimental design was employed. One hundred and sixteen (116) Upper basic 2 students from six schools constituted the study sample. 50-items multiple-choice Social Studies Achievement test…
Descriptors: Foreign Countries, Educational Games, Computer Simulation, Educational Strategies
McGregor, Gillian; Bartle, Emma – Australasian Journal of Educational Technology, 2019
The education of healthcare professionals is critical for the safe delivery of services to patients (Ricciardi & de Paolis, 2014). Postgraduate psychology students undertaking a professional degree encounter a steep learning curve when transitioning from theoretical knowledge to professional practice. This beginning student stage of…
Descriptors: Educational Games, Psychology, Graduate Students, Instructional Effectiveness
Adanali, Rukiye; Alim, Mete – Review of International Geographical Education Online, 2019
Environmental and disaster consciousness of teachers are of great importance for disasters education. The teaching of some natural disasters of climate in the Environmental Problems course at an education faculty in Turkey was carried out with the Problem Based Learning (PBL) approach supported with Instructional Geocaching Game (IGG). Geocaching…
Descriptors: Student Behavior, Geographic Information Systems, Environmental Education, Problem Based Learning
Nguyen, Tung Nhu – Journal of Education and Training Studies, 2015
Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…
Descriptors: Educational Games, Student Motivation, Technology Uses in Education, Computer Simulation
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Educational Technology, Technology Uses in Education, Migrant Education, Adult Education
Lim, Cher Ping; Tay, Lee Yong; Hedberg, John – Journal of Educational Computing Research, 2011
Two grade 5 classes (11-12-year-olds) were introduced through an inquiry-based pedagogy to scientific ideas and concepts within a 3D game-like multi-user virtual environment (MUVE). This article explores how a particular set of strategies and conditions might encourage and sustain the use of the MUVE, Quest Atlantis (QA), as a problem-based…
Descriptors: Foreign Countries, Problem Based Learning, Educational Innovation, Grade 5
Dondlinger, Mary Jo; Wilson, Douglas A. – Thinking Skills and Creativity, 2012
The "Global Village Playground" ("GVP") was a capstone learning experience designed to address institutional assessment needs while providing an integrated and authentic learning experience for students aimed at fostering critical and creative thinking. In the "GVP", students work on simulated and real-world problems as a design team tasked with…
Descriptors: Institutional Evaluation, Instructional Design, Curriculum, Learning Experience
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2010
For the thirty-third year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Conferences (Gatherings), Research and Development, Educational Technology, Annual Reports
Warren, Scott J.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Research on Technology in Education, 2008
Two major obstacles to using problem-based learning methods with writing in elementary school classrooms are the time it takes to design the learning environment and the time required for students to interact at their own pace with ill-structured problems used to spur student writing. This study examined whether game elements could be used along…
Descriptors: Problem Based Learning, Educational Environment, Teaching Methods, Elementary School Students

Ingram, Carolyn; Ray, Karen; Keane, David R.; Landeen, Janet – Journal of Nursing Education, 1998
Nursing students (n=131) were randomly assigned to groups; half used an educational game involving problem-based learning, half were conventionally taught. Groups switched treatments in the second term. First-term posttests showed higher scores for the game group; second-term posttests showed no differences, suggesting the impact of the game…
Descriptors: Academic Achievement, Comparative Analysis, Educational Games, Higher Education
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers