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Christopher Ortega; Angelica Rose Agregado; Earl Xander Gabas; Cheerielyn Amado; Jilbrix Kyle Magno; Arnel Guerrero; Romes Gabriel Alaon; Mark Anthony R. Aribon III – Interactive Learning Environments, 2024
Learning history is vital for students' intellectual, spiritual, emotional, and physical development. Students perceive history subject as difficult and boring because they must memorize facts and understand those facts, concepts, time, and historical events. Interactive multimedia can increase students' enthusiasm and make the teaching and…
Descriptors: Game Based Learning, Educational Games, Usability, Instructional Materials
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Zhang, Ruofei; Zou, Di; Xie, Haoran – Computer Assisted Language Learning, 2022
Spaced repetition has been widely implemented and examined in mobile-assisted word learning as an important learning strategy. However, the nature of spaced repetition by commercial word-learning apps and the factors leading to the favoured mobile-assisted spaced repetition have yet to be investigated in authentic contexts. In this study, we coded…
Descriptors: Computer Assisted Instruction, Teaching Methods, English (Second Language), Second Language Learning
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Girard, C.; Ecalle, J.; Magnan, A. – Journal of Computer Assisted Learning, 2013
Computer-assisted learning is known to be an effective tool for improving learning in both adults and children. Recent years have seen the emergence of the so-called "serious games (SGs)" that are flooding the educational games market. In this paper, the term "serious games" is used to refer to video games (VGs) intended to serve a useful purpose.…
Descriptors: Educational Games, Video Games, Meta Analysis, Learner Engagement
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Radakovic, Davorka; Herceg, Dorde – Acta Didactica Napocensia, 2013
Dynamic geometry software (DGS) is often used for development of interactive teaching materials in many subjects, not only mathematics. These interactive materials can contain hundreds of elements in order to represent complex objects, and script programs to control their behavior. We propose an approach for creating, importing and using…
Descriptors: Educational Games, Mathematics Instruction, Instructional Materials, Geometry
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Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games
DeWeese, Sean V.; Randolph, Justus J. – Online Submission, 2011
Mastery learning is a formative assessment strategy that involves the use of specific interventions, called correctives, to address the specific comprehension needs of the learner. Effective correctives are crucial for the effectiveness of mastery learning, so it is important that teachers make good decisions about what activities and strategies…
Descriptors: Mastery Learning, Intervention, Instructional Effectiveness, Formative Evaluation
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Masek, Martin; Murcia, Karen; Morrison, Jason – Australian Educational Computing, 2012
Mobile devices, such as tablets and smart phones, are increasingly being utilised as tools for education, with tablets such as the Apple iPad being introduced into many classrooms. These devices are seen as enablers of learning through a fun, interactive interface; however the process of producing a pedagogically valid, yet entertaining…
Descriptors: Foreign Countries, Science Curriculum, Handheld Devices, Material Development
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Silseth, Kenneth – International Journal of Computer-Supported Collaborative Learning, 2012
The purpose of this article is to gain knowledge about how interactions in a gaming context become constituted as effective resources for a student's learning trajectory. In addition, this detailed study of a learning trajectory documents how a computer game becomes a learning resource for working on a specific topic in school. The article reports…
Descriptors: Foreign Countries, Educational Resources, Teaching Methods, Conflict
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Nadolski, Rob J.; Hummel, Hans G. K.; Slootmaker, Aad; van der Vegt, Wim – Simulation & Gaming, 2012
Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often…
Descriptors: Foreign Countries, Educational Games, Simulation, Video Games
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Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo – Simulation & Gaming, 2012
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Descriptors: Taxonomy, Comparative Analysis, Video Games, Computer Games
Liljedahl, Peter, Ed.; Oesterle, Susan, Ed.; Allan, Darien, Ed. – Canadian Mathematics Education Study Group, 2012
This submission contains the Proceedings of the 2011 Annual Meeting of the Canadian Mathematics Education Study Group (CMESG), held at Memorial University of Newfoundland in St. John's, Newfoundland. The CMESG is a group of mathematicians and mathematics educators who meet annually to discuss mathematics education issues at all levels of learning.…
Descriptors: Foreign Countries, Conference Papers, Mathematics Education, Team Teaching
Northwest Regional Educational Lab., Portland, OR. – 1985
This document consists of 80 microcomputer software package evaluations prepared by the MicroSIFT (Microcomputer Software and Information for Teachers) Clearinghouse at the Northwest Regional Education Laboratory. Set 15 consists of 27 packages; set 16 consists of 53 packages. Each software review lists producer, time and place of evaluation,…
Descriptors: Computer Assisted Instruction, Courseware, Educational Games, Evaluation Criteria
Northwest Regional Educational Lab., Portland, OR. – 1984
This document consists of 170 microcomputer software package evaluations prepared by the MicroSIFT (Microcomputer Software and Information for Teachers) Clearinghouse at the Northwest Regional Education Laboratory. Set 11 consists of 37 packages. Set 12 consists of 34 packages. A special unnumbered set, entitled LIBRA Reviews, treats 99 packages…
Descriptors: Computer Assisted Instruction, Courseware, Educational Games, Evaluation Criteria
Richards, John – Classroom Computer News, 1982
A software package designed for touch-typing instruction is reviewed, focusing on features, educational value, design quality, written materials, and ease of use. (MP)
Descriptors: Computer Assisted Instruction, Computer Programs, Educational Games, Elementary Secondary Education
Lubar, David – Creative Computing, 1982
Four programs are reviewed: Crossword Magic, Master Type, The Vocabulary Baseball Game, and Meet the Presidents. The major innovations highlighted by the products selected are the ways the creators turned learning into a game. It is noted that whether this approach is desirable is for the individual teacher to decide. (MP)
Descriptors: Computer Assisted Instruction, Computer Programs, Educational Games, Elementary Secondary Education
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