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Lorenzo-Alvarez, Rocio; Rudolphi-Solero, Teodoro; Ruiz-Gomez, Miguel J.; Sendra-Portero, Francisco – Anatomical Sciences Education, 2020
Game-based learning can have a positive impact on medical education, and virtual worlds have great potential for supporting immersive online games. It is necessary to reinforce current medical students' knowledge about radiological anatomy and radiological signs. To meet this need, the objectives of this study were: to design a competition-based…
Descriptors: Game Based Learning, Simulated Environment, Virtual Classrooms, Medical Education
Chen, Hao-Jan Howard; Hsu, Hsiao-Ling – Computer Assisted Language Learning, 2020
One of the more rapidly advancing subfields of second language acquisition research is Digital-game based language learning (DGBLL) and many studies have found that Commercial off-the-shelf (COTS) games can have a positive effect on vocabulary acquisition. COTS games are specifically made for entertainment purposes, while serious games, which…
Descriptors: Educational Games, Computer Games, Game Based Learning, Simulated Environment
Weng, Cathy; Rathinasabapathi, Abirami; Weng, Apollo; Zagita, Cindy – Journal of Educational Computing Research, 2019
This study aimed to explore whether the integration of virtual reality and augmented reality used in a specially designed science book could improve the students' science concept learning outcomes. A true experimental research design was conducted to check the effectiveness of the specially designed book in terms of learners' achievement. The…
Descriptors: Science Instruction, Computer Simulation, Simulated Environment, Textbooks
Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung – Journal of Educational Multimedia and Hypermedia, 2018
The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…
Descriptors: Adolescents, Knowledge Level, Student Attitudes, Money Management
Guo, Yan Ru; Goh, Dion Hoe-Lian – Journal of Educational Computing Research, 2015
Over the past decade, computer games and other interactive technologies have shown great potential when used in innovative ways to enhance learning. It is now known that learning is associated not only with cognitive ability but also with affect. The incorporation of affective embodied pedagogical agents (EPAs) in computer programs for learning…
Descriptors: Meta Analysis, Affective Behavior, Educational Technology, Instructional Effectiveness
Furió, D.; Juan, M.-C.; Seguí, I.; Vivó, R. – Journal of Computer Assisted Learning, 2015
Different methods can be used for learning, and they can be compared in several aspects, especially those related to learning outcomes. In this paper, we present a study in order to compare the learning effectiveness and satisfaction of children using an iPhone game for learning the water cycle vs. the traditional classroom lesson. The iPhone game…
Descriptors: Telecommunications, Technology Uses in Education, Teaching Methods, Handheld Devices
Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Educational Technology & Society, 2015
Several theoretical models have been constructed to determine the effects of buisness simulation games (BSGs) on learning performance. Although these models agree on the concept of learning-cycle effect, no empirical evidence supports the claim that the use of learning cycle activities with BSGs produces an effect on incremental gains in knowledge…
Descriptors: Educational Games, Simulated Environment, Statistical Analysis, Skill Development
Slussareff, Michaela; Bohácková, Petra – Digital Education Review, 2016
This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…
Descriptors: Design, Video Games, Elementary School Students, Student Participation
Cuccurullo, Stefania; Francese, Rita; Passero, Ignazio; Tortora, Genoveffa – International Journal of Distance Education Technologies, 2013
The environmental priority requires structural interventions that will be effective in the long period only if they are accompanied by modifications of behaviors, orientations and beliefs, specially investing in the new generations. This paper presents a 3D Virtual World serious game named Pappi World, designed according to pedagogical theories…
Descriptors: Sanitation, Computer Simulation, Simulated Environment, Educational Technology
Wallace, Cara L. – ProQuest LLC, 2013
Nurses in all areas of healthcare are exposed to patients who are suspected or actual victims of intimate partner violence. Many times nurses report a general lack of knowledge in regard to the topic. Therefore, it is paramount for nursing educators to identify effective methods to teach their students about intimate partner violence in an effort…
Descriptors: Nurses, Family Violence, Consciousness Raising, Knowledge Level
Dede, Chris – Jobs For the Future, 2014
To compete in today's global, knowledge-based, innovation-centered economy, young people must go beyond a high school diploma and acquire not just academic knowledge, but interpersonal and interpersonal capacities. That is, they must engage in deeper learning. As schools shift away from traditional education models in favor or providing deeper…
Descriptors: Educational Technology, Technology Uses in Education, Technological Advancement, Teaching Methods
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