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Karaaslan, Hatice; Kilic, Nurseven; Guven-Yalcin, Gamze; Gullu, Abdulkadir – Turkish Online Journal of Distance Education, 2018
Many learners are now quite digitally skilled. However, this does not entail that they know how to learn through digital technologies. Therefore, establishing an interactive virtual learning platform that connects everyone together in a classroom environment and helping learners become familiar with such media might serve a set of purposes in any…
Descriptors: Synchronous Communication, Asynchronous Communication, Vocabulary Development, Educational Games
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Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung – British Journal of Educational Technology, 2013
Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…
Descriptors: Active Learning, Instructional Design, Learning Strategies, Computer Simulation
Catala, Alejandro; Garcia-Sanjuan, Fernando; Pons, Patricia; Jaen, Javier; Mocholi, Jose A. – International Association for Development of the Information Society, 2012
Children nowadays consume and manage lots of interactive digital software. This makes it more interesting and powerful to use digital technologies and videogames supporting learning experiences. However, in general, current digital proposals lack of in-situ social interaction supporting natural exchange and discussion of ideas in the course of…
Descriptors: Foreign Countries, Educational Games, Computer Software, Story Telling
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Chin, Jui-Chih; Tsuei, Mengping – Educational Technology & Society, 2014
The aim of this study was to explore the digital game-based learning for children with chronic illnesses in the hospital settings. The design-based research and qualitative methods were applied. Three eight-year-old children with leukemia participated in this study. In the first phase, the multi-user game-based learning system was developed and…
Descriptors: Educational Games, Video Games, Teaching Methods, Young Children
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del Blanco, Angel; Torrente, Javier; Marchiori, Eugenio J.; Martinez-Ortiz, Ivan; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2012
The integration of educational video games in educational settings in general, and e-learning systems in particular, can be challenging for educators. We propose a framework that aims to facilitate educators' participation in the creation and modification of courses that use educational games. Our approach addresses problems identified by previous…
Descriptors: Educational Games, Management Systems, Instructional Design, Electronic Learning
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Cheng, Meng-Tzu; Annetta, Len – Journal of Biological Education, 2012
This study attempted to examine students' learning outcomes and their learning experiences through playing a Serious Educational Game. A mixed-method research design was employed collecting both quantitative and qualitative data. A total of 98 middle-school students ranging from sixth to eighth grades participated through paper-and-pencil…
Descriptors: Educational Games, Student Attitudes, Video Technology, Metacognition
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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)
Sands, Susan – Saturday Review: Education, 1973
Description of a two-day fair at a free school in California. (SP)
Descriptors: Educational Games, Exhibits, Learning Activities, Learning Experience
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Bishop, Bobbi – School Arts, 1978
What do you do with 100 or more children who would rather be in a warm art room than outside on the cold playground for 45 minutes at noon? The solution, games: to arouse interest, to teach basic art principles, and to reinforce art concepts. (Author/RK)
Descriptors: Art Education, Art Materials, Educational Games, Elementary Education
This, Leslie E. – Amer Vocat J, 1970
Descriptors: Educational Games, Learning Activities, Learning Experience, Role Playing
Turner, Thomas N. – Tennessee Education, 1982
A technique, useful in loosening up the stiffness of the first class meeting, is a people scavenge. Its objective is to identify people who have certain knowledge or have had particular experiences relative to class content. Scavenges make interesting "get acquainted" activities for groups meeting together for the first time. (NQA)
Descriptors: Educational Games, Elementary Secondary Education, Intergroup Relations, Interpersonal Relationship
Wolff, Peter – 1966
An assessment of educational game playing in the classroom is presented. The assessment is based mainly on observations and reports of the game Empire (Educational Services Incorporated). In separate sections of the report, the author considers arrangements for game playing, the motivational appeal of educational games, and how and what children…
Descriptors: Educational Assessment, Educational Games, Elementary Secondary Education, Game Theory
Keach, Everett T., Jr.; Pierfy, David A. – 1972
The research in this report was conducted to assess the cognitive impact of a simulation game designed to teach selected geographic data about wind and ocean currents to fifth graders. A two-group, post-test research design was used. A random procedure was used to assign 185 students to two treatment groups. The sample was divided by sex, ranked…
Descriptors: Educational Games, Educational Media, Elementary School Curriculum, Games
Ratliff, Gerald Lee – 1979
Jean Piaget's theories of child development and the nature of intelligence are adapted to creative dramatics in this description of two games for children aged 6 through 12. The first game discussed incorporates a "touchy-feely box," a cardboard construction with openings on two sides so that a child may reach inside, select, and…
Descriptors: Childrens Games, Class Activities, Cognitive Development, Creative Dramatics
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Light, Richard – Quest, 2003
The "discursive turn" in the social sciences points to the potential in Teaching Games for Understanding pedagogy (TGfU) as a means of providing a holistic learning experience for students and a platform from which to reposition physical education among institutional forces that define boundaries between academic disciplines in the school…
Descriptors: Physical Education, Holistic Approach, Learning Experience, Educational Games
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