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Valério Neto, Luiz; Fontoura Junior, Paulo H. F.; Bordini, Rogério A.; Otsuka, Joice L.; Beder, Delano M. – Educational Technology & Society, 2019
In the last decade many studies have stated that learning based on digital games emerges as an effective way to combine teaching and learning processes with the attractiveness of digital technologies, because they are dynamic and playful. However, the vast majority of these digital resources -- such as educational games -- are still essentially…
Descriptors: Educational Games, Visual Impairments, Inclusion, Computer Games
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Ferguson, Lynne – Visible Language, 1999
Describes a case study that takes readers through a human-centered design process used in developing an "Active Learning" tool, CurioCity, a game for students in grades 7-10. Attempts to better understand multiculturalism and to bridge formal in-school learning with informal field trip learning. (SC)
Descriptors: Active Learning, Case Studies, Cultural Pluralism, Educational Games
Festa, Dominick A. – 1976
A project to determine the effectiveness of a program designed to create more positive attitudes among students studying social studies through use of simulation games is described in this dissertation. The purposes of the project were to describe the design and implementation of a plan for such a program and to determine whether simulation games…
Descriptors: Attitude Change, Attitude Measures, Change Agents, Class Activities