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Reynaud, Daniel; Northcote, Maria – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2015
This article explores the experiences of a lecturer and students in a class on the World Wars, where wargaming is used alongside traditional lecturing as a learning experience. It outlines the processes used and then evaluates the various kinds of learning, historical and other, that occur. Drawing on literature associated with history education…
Descriptors: College Students, War, Educational Games, History Instruction
Magnussen, Rikke; Hansen, Sidse Damgaard; Planke, Tilo; Sherson, Jacob Friis – Electronic Journal of e-Learning, 2014
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer. The primary aim of developing a game-based platform for student-research collaboration is to investigate if…
Descriptors: Educational Games, Student Participation, Scientific Research, Active Learning
Foster, Aroutis; Shah, Mamta – Journal of Educational Computing Research, 2015
There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Learning Experience
Laine, Teemu H.; Nygren, Eeva – Technology, Pedagogy and Education, 2016
Technology integration is the process of overcoming different barriers that hinder efficient utilisation of learning technologies. The authors divide technology integration into two components based on technology's role in the integration process. In active integration, the technology integrates learning resources into a learning space, making it…
Descriptors: Technology Integration, Educational Technology, Influence of Technology, Learning Experience
Hess, Taryn; Gunter, Glenda – British Journal of Educational Technology, 2013
When combining the increasing use of online educational environments, the push to use serious video games and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. A mix methods model was used to triangulate…
Descriptors: Online Courses, Video Games, Mixed Methods Research, Student Motivation
Allsop, Yasemin – Online Submission, 2011
The use of computer games on mobile devices in schools for learning is still relatively new and is constantly evolving. The successful integration of this emerging technology into education requires a longitudinal study into how they are being perceived by learners and teachers. Finding out what works well with children in the terms of technology…
Descriptors: Concept Mapping, Student Attitudes, Educational Games, Learning Experience
Diamond, Susannah; Middleton, Andrew; Mather, Richard – Innovations in Education and Teaching International, 2011
This paper proposes a cross-faculty simulation model for authentic learning that bridges the gap between short group-based simulations within the classroom and longer individual placements in professional working contexts. Dissemination of the model is expected to widen the use of authentic learning approaches in higher education (HE). The model…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Simulation
Mallan, Kerry; Foth, Marcus; Greenaway, Ruth; Young, Greg T. – Learning, Media and Technology, 2010
Virtual world platforms such as "Second Life" have been successfully used in educational contexts to motivate and engage learners. This article reports on an exploratory workshop involving a group of high school students using "Second Life" for an urban planning project. Young people are traditionally an under-represented demographic when it comes…
Descriptors: Constructivism (Learning), Urban Planning, Workshops, Case Method (Teaching Technique)

Smith, David; Keep, Rosslyn – Educational Research, 1986
Children aged 6 to 14 years in 10 schools in southern England were interviewed to determine the criteria that children use to evaluate educational and other software. Data suggest that the children were mature and sophisticated in their judgments. Their evaluative criteria derived from the standards of mass consumer electronics (home computer…
Descriptors: Children, Computer Software, Educational Games, Elementary Education
Virvou, Maria; Katsionis, George; Manos, Konstantinos – Educational Technology & Society, 2005
Computer games are very popular among children and adolescents. In this respect, they could be exploited by educational software designers to render educational software more attractive and motivating. However, it remains to be explored what the educational scope of educational software games is. In this paper, we explore several issues concerning…
Descriptors: Educational Games, Computer Simulation, Intelligent Tutoring Systems, Computer Software