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Krajcsi, Attila; Csapodi, Csaba; Stettner, Eleonóra – Interactive Learning Environments, 2021
An educational computer game is presented, used for beginner students to introduce some basic concepts of code execution and code writing. In this mini-language microworld game, a code should be written with which a robot can escape from a procedurally generated labyrinth. The game uses a simple language and utilizes a virtual environment, where…
Descriptors: Educational Games, Computer Games, Programming, Computer Science Education
Tania Miguel Trabajo; Eavan Dorcey; Jan Roelof van der Meer – Journal of Microbiology & Biology Education, 2024
Inspired by the positive impact of serious games on science understanding and motivated by personal interests in scientific outreach, we developed "Bacttle," an easy-to-play microbiology board game with adaptive difficulty, targeting any player from 7 years old onward. Bacttle addresses both the lay public and teachers for use in…
Descriptors: Microbiology, Science Instruction, Educational Games, Environmental Influences
Sotirios Karanasios; Marina Papastergiou – Education and Information Technologies, 2024
Location Based Games (LBGs) can support various learning activities in both formal and informal settings. Furthermore, the fact that they can utilize players' physical movement for players' advancement in the game world makes them an appealing alternative for promoting physical activity in students. However, LBGs are not sufficiently used in…
Descriptors: Learning Activities, Educational Games, Learning Management Systems, Telecommunications
Westera, Wim; Prada, Rui; Mascarenhas, Samuel; Santos, Pedro A.; Dias, João; Guimarães, Manuel; Georgiadis, Konstantinos; Nyamsuren, Enkhbold; Bahreini, Kiavash; Yumak, Zerrin; Christyowidiasmoro, Chris; Dascalu, Mihai; Gutu-Robu, Gabriel; Ruseti, Stefan – Education and Information Technologies, 2020
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game…
Descriptors: Artificial Intelligence, Educational Games, Educational Technology, Computer Software
Bartholomew, Scott R.; Zhang, Liwei – Technology and Engineering Teacher, 2019
Although there are over 320,000 health and fitness apps available on major app stores, there is scant evidence that they actually promote a healthier lifestyle, assist users in exercising, or promote weight loss. This article presents a lesson plan using an Arduino for integrating computational thinking and game design with middle school students…
Descriptors: Technology Education, Engineering Education, Relevance (Education), Physical Fitness
Bradley, Elizabeth G. – Journal of Educational Technology Systems, 2015
In this increasingly digital age, student plagiarism is rampant. Roughly half of college students admit to plagiarizing using content found online, directly copying and pasting the work of others. Digital technology and social media have greatly changed the landscape of how knowledge is acquired and disseminated; thus, students must be explicitly…
Descriptors: Prevention, Plagiarism, Computer Simulation, Teaching Methods
Xu, Yongwen; Johnson, Philip M.; Lee, George E.; Moore, Carleton A.; Brewer, Robert S. – International Association for Development of the Information Society, 2014
Sustainability education and conservation have become an international imperative due to the rising cost of energy, increasing scarcity of natural resource and irresponsible environmental practices. This paper presents Makahiki, an open source serious game framework for sustainability, which implements an extensible framework for different…
Descriptors: Sustainability, Environmental Education, Conservation (Environment), Educational Games
Allan, Denise; Vettese, Samantha; Thompson, Paul – Design and Technology Education, 2018
In this article, the researchers investigate different ways in which school age, 'generation net' children learn, through non-linear, mediated, collaborative 'making' environments, enabled by informal club settings and online 'builder' gaming and groups. In addition to this, the study will investigate these learning methods in relation to…
Descriptors: Design, Learning Processes, Clubs, Informal Education
Host, Erin; Baynham, Emily; McMaster, Heather – Australian Primary Mathematics Classroom, 2015
Ever wondered how to use technology to teach angles? This article follows on from an earlier article published last year, providing a range of ideas for integrating technology and concrete materials with the teaching of angle concepts. The authors also provide a comprehensive list of free online games and learning objects that can be used to teach…
Descriptors: Geometry, Geometric Concepts, Educational Practices, Technology Uses in Education
Minovic, Miroslav; Milovanovic, Milos; Minovic, Jelena; Starcevic, Dusan – International Journal of Distance Education Technologies, 2012
The authors present a learning platform based on a computer game. Learning games combine two industries: education and entertainment, which is often called "Edutainment." The game is realized as a strategic game (similar to Risk[TM]), implemented as a module for Moodle CMS, utilizing Java Applet technology. Moodle is an open-source course…
Descriptors: Educational Games, Computer Games, Web Browsers, Computer Interfaces
Revithiadou, Anthi; Kourtis-Kazoullis, Vasilia; Soukalopoulou, Maria; Konstantoudakis, Konstantinos; Zarras, Christos; Pelesoglou, Nestoras – Research-publishing.net, 2014
In this article we report on the development of an interactive open source extensible software, dubbed "The 7 Keys of the Dragon," for the teaching/learning of Albanian and Russian to students (9-12 years old) with the respective languages as their heritage languages. Based on the assumption that games in language learning are associated…
Descriptors: Russian, Indo European Languages, Heritage Education, Second Language Learning
Tang, Stephen; Hanneghan, Martin – Journal of Interactive Learning Research, 2011
Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…
Descriptors: Computer Software, Educational Technology, Teaching Methods, Computer Uses in Education
Frossard, Frederique; Barajas, Mario; Trifonova, Anna – Digital Education Review, 2012
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…
Descriptors: Foreign Countries, Creativity, Secondary School Teachers, Creative Teaching
Hijon-Neira, Raquel, Ed. – InTech, 2009
The education industry has obviously been influenced by the Internet revolution. Teaching and learning methods have changed significantly since the coming of the Web and it is very likely they will keep evolving many years to come thanks to it. A good example of this changing reality is the spectacular development of e-Learning. In a more…
Descriptors: Computer Assisted Instruction, Educational Technology, Internet, Feedback (Response)
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