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Iris Lim – Education and Information Technologies, 2024
Teaching soft skills like team dynamics and critical thinking in content-heavy higher education curriculum can be challenging. Employing educational escape rooms is a novel game-based learning strategy in various disciplines, including health sciences. Escape rooms provide the opportunity for a group to work together as they solve puzzles within a…
Descriptors: Neurosciences, Educational Games, Program Design, Program Implementation
McCarthy, Kathryn S.; Watanabe, Micah; McNamara, Danielle S. – Grantee Submission, 2020
The Design Implementation Framework, or DIF, is a design approach that evaluates learner and user experience at multiple points in the development of intelligent tutoring systems. In this chapter, we explore how DIF was used to make system modifications to iSTART, a game-based intelligent tutoring system for reading comprehension. Using DIF as a…
Descriptors: Intelligent Tutoring Systems, Reading Comprehension, Educational Games, Program Development
Suciati, Alfi; Adian, Tabita – Online Submission, 2018
This research aims to examine the eligibility of and responses from expert media, expert material, practitioners and students' on the 'Fun and Educative' biology module. The module was developed in a fun and educative way presenting various educative games. The research development model is using ADDIE model that consists of five phases: Analysis,…
Descriptors: Biology, Science Instruction, Educational Games, Models
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