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Jose´ Nunes da Silva Ju´nior; Antonio Jose´ Melo Leite Junior; Maria Clara Alexandre; Francisco Serra Oliveira Alexandre; Lucas Lima da Silva; Jean-Yves Winum – Journal of Chemical Education, 2023
This report details the design of an online trilingual (English, French, and Portuguese) interactive virtual board game and its implementation at the Federal University of Ceará in Brazil. It was used as a fun alternative to assist chemistry and pharmacy undergraduate students in reviewing introductory concepts to organic reactions: enthalpy,…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, Chemistry
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
This report shares findings from EDC's evaluation study of "Cha-Ching Money Adventures." "Cha-Ching" is an interactive learning game that introduces 7- to 10-year-olds to fundamental financial concepts and fosters family dialogue about financial decisions. The authors found that the game was engaging for eight- and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Glass, Graham – Childhood Education, 2018
New classroom practices can be brought into the classroom that engage students through their enjoyment of games, while building their confidence and bolstering their understanding that mistakes are valuable stops along the journey to understanding.
Descriptors: Teaching Methods, Learner Engagement, Educational Games, Elementary School Students
Seow, Poh-Sun; Wong, Suay-Peng – Journal of Education for Business, 2016
The authors describe the first mobile gaming app for learning accounting, Accounting Challenge (ACE). On September 30, 2016, ACE had been downloaded 23,230 times, spanning 90 countries, and had won three international teaching awards. The app was motivated by the aim to empower students to learn accounting in a fun way, outside of the classroom.…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Accounting
Alastair Henry; Cecilia Thorsen – Technology in Language Teaching & Learning, 2019
This article focuses on student engagement, and the use of digital games in language classrooms. Contributing to the mapping of student engagement across SLA (Dörnyei, 2019a), and in line with the need to use established theories to develop insights into engagement in contexts of digital gaming, a case is made for the concept of immersion (Brown…
Descriptors: Learner Engagement, Video Games, Technology Uses in Education, Second Language Learning
Wainwright, A. Martin – History Teacher, 2014
The potential of video games for teaching history is receiving increasing recognition. However, the greatest emphasis is on their use as tools in secondary education. The few studies focusing on undergraduate education demonstrate the use of games to create an immersive historical experience with counterfactual options. While exploring these…
Descriptors: History Instruction, Video Games, College Instruction, Undergraduate Students
Barron, Nancy Guera; Gruber, Sibylle; Pfannenstiel, Amber Nicole – Across the Disciplines, 2016
In this article, we show how discussions of creating high-impact learning experiences led to the Undergraduate Videogame Symposium, a public venue where students from all disciplines presented their disciplinary learning to a non-disciplinary audience. After providing an introduction to the learning principles emphasized by the Interdisciplinary…
Descriptors: Academic Achievement, Student Motivation, Participant Observation, Undergraduate Students
Gonzalez, J.; Pomares, H.; Damas, M.; Garcia-Sanchez,P.; Rodriguez-Alvarez, M.; Palomares, J. M. – IEEE Transactions on Education, 2013
As embedded systems are becoming prevalent in everyday life, many universities are incorporating embedded systems-related courses in their undergraduate curricula. However, it is not easy to motivate students in such courses since they conceive of embedded systems as bizarre computing elements, different from the personal computers with which they…
Descriptors: Video Games, Video Equipment, Programming, Undergraduate Students
Goehle, Geoff – PRIMUS, 2013
In this paper we demonstrate how video game mechanics can be used to help improve student engagement with online mathematics homework. Specifically, we integrate two common video game systems, levels and achievements, with the online homework program "WeBWorK." We describe the key features of the implementation of these systems and…
Descriptors: College Mathematics, Mathematics Instruction, Video Games, Homework
The Work of Play: Meaning-Making in Videogames. New Literacies and Digital Epistemologies. Volume 48
Hung, Aaron Chia Yuan – Peter Lang New York, 2011
Some educational researchers claim that videogames can energize learning in both traditional and non-traditional contexts; cultivate skills more useful to a changing economy; and present information in ways more appealing to students. The notion of "serious games" dates back as early as the 1950s, but so far has failed to make a significant…
Descriptors: Play, Video Games, Ethnography, Educational Researchers
Thomas, Troy A.; Wiest, Lynda R. – Australian Primary Mathematics Classroom, 2013
Troy Thomas and Lynda Wiest share an engaging lesson on statistics involving analysis of real-world data on the top ten video game sales in the United States during a one-week period. Three upper-primary classes completed the lesson, providing insight into the lesson's effectiveness. The lesson description includes attention to the manner in which…
Descriptors: Video Games, Statistics, Statistical Analysis, Mathematics Instruction
Zhao, Yong – Principal, 2010
The dominant view of technology so far has been that it is a tool to help improve the teaching of traditional subjects--knowledge mostly about the local and physical world. But technology has created a new realm: the virtual world. It may not be physical or tangible, but the virtual world is indisputable and has a significant economy. If one…
Descriptors: Video Games, Educational Technology, Computer Simulation, Teaching Methods
Sweetser, Penelope – Journal of Learning Design, 2013
Level design is often characterised as "where the rubber hits the road" in game development. It is a core area of games design, alongside design of game rules and narrative. However, there is a lack of literature dedicated to documenting teaching games design, let alone the more specialised topic of level design. Furthermore, there…
Descriptors: Design, Educational Games, Action Research, Educational Technology
Petkov, Marin; Rogers, George E. – Journal of STEM Teacher Education, 2011
In the past several decades, technology has become a big part of American society. It has changed the way people interact with one another as well as how they proceed with everyday life. However, K-12 educational systems have been resistive to change, with most American schools still using traditional instruction in the classroom, consisting…
Descriptors: Elementary Secondary Education, Interaction, Conventional Instruction, Educational Technology
Carr, David; Bossomaier, Terry – Australasian Journal of Educational Technology, 2011
The "Theory of Special Relativity" is widely regarded as a difficult topic for learners in physics to grasp, as it reformulates fundamental conceptions of space, time and motion, and predominantly deals with situations outside of everyday experience. In this paper, we describe embedding the physics of relativity into a computer game, and…
Descriptors: Mechanics (Physics), Science Instruction, Computer Uses in Education, Video Games
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