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Jennifer Morin; Sara Willox – Journal of Educational Technology Systems, 2024
Debriefing is a critical part of successfully implementing educational computer-based simulation games to maximize learning outcomes. Simulation game effectiveness, regarding exploring gaming characteristics and cognitive and affective impacts, has been thoroughly researched. However, debriefing is overlooked by some as time-consuming and…
Descriptors: Educational Games, Computer Simulation, Communication Strategies, Instructional Effectiveness
Sugahara, Satoshi; Lau, David – Journal of Education for Business, 2019
The authors examine the determinants of the effective implementation of game-based learning (GBL) for experiential learning. They focus on the successful GBL initiative called Management Game (MG) and adopt the theory-driven deductive thematic analysis approach of Boyatzis along with the Matsuo model as theoretical rationale. Overall, the findings…
Descriptors: Game Based Learning, Experiential Learning, Accounting, Educational Games
Morrison, Jennifer R.; Risman, Kelsey L.; Reilly, Joseph; Eisinger, Jane M. – Center for Research and Reform in Education, 2020
The purpose of the present study was to gather data regarding the implementation of Prodigy in elementary schools in a mid-sized school district in the southern United States. Prodigy is a free, adaptive mathematics game provided by Prodigy Education. The program integrates curriculum-aligned mathematics content (Grades 1-8) in a game-based…
Descriptors: Mathematics Education, Mathematics Instruction, Supplementary Education, Remedial Mathematics
Bal, Mazhar – Contemporary Educational Technology, 2019
The aim of the study is to determine the contribution of gamification to writing skills of middle school students. For this study, a lesson plan has been developed to relate Writing and Authorship Skills lesson to the gamification for middle school students. From this lesson plan, it was tried to determine the effectiveness of the teaching…
Descriptors: Foreign Countries, Computer Games, Educational Games, Writing Instruction
Wendt, Staci; Rice, John; Nakamoto, Jonathan – WestEd, 2019
Spatial-Temporal Math (ST Math) is game-based, instructional software for K-12 students created by the MIND Research Institute (MIND). ST Math is integrated into classroom instruction, but can also be used in a computer lab or at home. The ST Math software games begin without language and symbol abstractions by posing math programs as purely…
Descriptors: Educational Games, Mathematics Education, Mathematics Instruction, Computer Software
Harvey, Stephen; Light, Richard L. – Asia-Pacific Journal of Health, Sport and Physical Education, 2015
Despite the development of a wide body of literature suggesting the efficacy of game-based approaches (GBAs) to teaching and learning, GBAs have not yet been widely adopted by practitioners. A range of challenges face teachers and coaches taking up a GBA with two areas being of particular concern, which are: (1) the teacher's ability to design…
Descriptors: Educational Games, Instructional Effectiveness, Program Implementation, Instructional Design
Zhamanov, Azamat; Yoo, Seong-Moo; Sakhiyeva, Zhulduz; Zhaparov, Meirambek – International Journal of Information and Communication Technology Education, 2018
Students nowadays are hard to be motivated to study lessons with traditional teaching methods. Computers, smartphones, tablets and other smart devices disturb students' attentions. Nevertheless, those smart devices can be used as auxiliary tools of modern teaching methods. In this article, the authors review two popular modern teaching methods:…
Descriptors: Program Implementation, Program Evaluation, Blended Learning, Internet
Means, Barbara; Bakia, Marianne; Murphy, Robert – Routledge, Taylor & Francis Group, 2014
At a time when more and more of what people learn both in formal courses and in everyday life is mediated by technology, "Learning Online" provides a much-needed guide to different forms and applications of online learning. This book describes how online learning is being used in both K-12 and higher education settings as well as in…
Descriptors: Electronic Learning, Educational Research, Elementary Secondary Education, Higher Education
Konert, Johannes; Richter, Kristina; Mehm, Florian; Gobel, Stefan; Bruder, Regina; Steinmetz, Ralf – Educational Technology & Society, 2012
The basis for individual students' instructional support by teachers is an individual diagnosis of one's learning advances and difficulties. Even though sophisticated diagnostic tools exist, it remains an open question how diagnosis and learning can be merged into a consistent pedagogical method to support both teachers and students with feedback…
Descriptors: Foreign Countries, Intelligent Tutoring Systems, Social Networks, Educational Games
Tüzün, Hakan; Arkun, Selay; Bayirtepe-Yagiz, Ezgi; Kurt, Funda; Yermeydan-Ugur, Benlihan – Journal of Educational Technology, 2008
In this study, researchers evaluated the usability of game environments for teaching and learning about mathematical functions. A 3-Dimensional multi-user computer game called as "Quest Atlantis" has been used, and an educational game about mathematical functions has been developed in parallel to the Quest Atlantis' technical and…
Descriptors: Computer Games, Educational Games, Program Evaluation, Instructional Effectiveness
McCoy, Leah P., Ed. – Online Submission, 2009
This document presents the proceedings of the Annual Research Forum. Included herein are the following 29 studies: (1) What Factors Influence Algebra 1 Students' Attitudes toward Math? (Elizabeth A. Allen); (2) Low-Income Student and Teacher Impressions of Kagan Cooperative Learning (Andrea Anderson); (3) Developing and Implementing an Articulated…
Descriptors: High Schools, Student Attitudes, Oral Reading, Writing Strategies