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Marie-Claire Valdez – ProQuest LLC, 2021
This study encompasses my attempt to understand the lived experience of students in a higher education art appreciation course when a traditional textbook was replaced by a computer game. The methodology uses a mixture of phenomenological interviews and games as well as game machines to interpret these lived experiences. The process of allowing…
Descriptors: Art Appreciation, Intentional Learning, Phenomenology, Student Attitudes
Aurava, Riikka; Meriläinen, Mikko – Education and Information Technologies, 2022
This article describes the expectations and experiences of young (16 to 19 year old) digital game jam participants (N = 34) who attend Finnish general upper secondary schools. Game jams are a form of game creation: events where games are made in co-operation. They are widely used in game design education and in addition, when participated…
Descriptors: Expectation, Secondary School Students, Adolescents, Foreign Countries
Shonfeld, Miri; Greenstein, Yoram – British Journal of Educational Technology, 2021
This paper focuses on student attitudes about using a virtual world (VW) learning platform. VWs allow students to meet via avatars and experience events that simulate real social experiences. It can also enhance student motivation, learning and collaboration. However, studies have reported that many students and teachers find VW difficult to use,…
Descriptors: Preservice Teachers, College Students, Student Attitudes, Computer Simulation
Dolawattha, D. D. M.; Premadasa, H. K. S. – International Journal of Information and Communication Technology Education, 2021
In this study, the authors are concerned about influencing factors on mobile learning tools for the applicable and sustainable mobile learning environment. The authors proposed an impact model with five influencing factors namely usefulness, interactivity, motivation, facilitating conditions, and ease of use. The 60 students and 60 teachers in…
Descriptors: Telecommunications, Handheld Devices, Higher Education, Models
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
Aytaç, Tufan; Erdem, Mustafa – Online Submission, 2019
The use of Information and Communication Technologies (ICT) is rapidly spreading among high school students. These technologies provide the students to gain learning experiences and also involve many dangers such as addiction, loneliness and stress. The aim of this study is to examine awareness levels of different types of high school students…
Descriptors: High School Students, Computer Security, Learning Experience, Information Technology
Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students
Paracha, Samiullah; Hall, Lynne; Clawson, Kathy; Mitsche, Nicole – International Journal of Virtual and Personal Learning Environments, 2020
Virtual environments have the potential to be an important teaching tool for emotionally sensitive issues capable of producing a sense of presence, perspective-taking and introspection in users in a risk-free, rapid feedback experience. In designing such experiences, it is essential that users are regularly engaged in a collaborative design…
Descriptors: Computer Simulation, Emotional Development, Social Development, Empathy
Inchamnan, Wilawan – IAFOR Journal of Education, 2016
This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL). A behavior analysis for measuring the creative potential of computer game activities and learning…
Descriptors: Computer Games, Learning Activities, Science Process Skills, Check Lists
Pitura, Joanna; Chmielarz, Dagmara – Teaching English with Technology, 2017
Upper-secondary school students must prepare for adult life, which--among others--entails acquiring relevant skills and discovering their own potential. Efforts at European and national levels have been made to ensure that students gain the competences, the so-called key competences, which facilitate functioning in the modern world. However, in…
Descriptors: Cartoons, Biology, Science Instruction, Language of Instruction
Lara, Miguel Angel – ProQuest LLC, 2013
Extant research indicates that, in face-to-face settings, cooperative learning and game-based learning strategies can be effective. However, in online settings (e.g., in distance education), there is a paucity of research in this area. This study was designed to investigate performance and attitudes of university students who played an educational…
Descriptors: Personality Traits, Performance, Computer Games, Electronic Learning
Dzeng, Ren-Jye; Lin, Ken-Yu; Wang, Pei-Ru – British Journal of Educational Technology, 2014
Game-based education is a promising method for encouraging student learning. Although learning construction procurement and negotiation require hands-on practice, in most construction management courses at the college level, this subject is taught by using lectures and case studies. In this study, a construction procurement and negotiation game…
Descriptors: Educational Games, Construction Management, Purchasing, Business Administration Education
Towards a Conceptual Framework of GBL Design for Engagement and Learning of Curriculum-Based Content
Jabbar, Azita Iliya Abdul; Felicia, Patrick – International Journal of Game-Based Learning, 2016
This paper aims to show best practices of GBL design for engagement. It intends to show how teachers can implement GBL in a collaborative, comprehensive and systematic way, in the classrooms, and probably outside the classrooms, based on empirical evidence and theoretical framework designed accordingly. This paper presents the components needed to…
Descriptors: Computer Games, Teaching Methods, Teacher Surveys, Guidelines
Adukaite, Asta; Cantoni, Lorenzo – International Journal of Education and Development using Information and Communication Technology, 2016
Diffusion of digital games and the trend of gamification in various fields have increased scholars' attention on how digital games or their elements can be introduced into formal and informal learning practices. Majority of the research in this field has been conducted in economically developed regions and not so much in emerging economies. With…
Descriptors: Informal Education, Consciousness Raising, Heritage Education, Program Development
De Grove, Frederik; Van Looy, Jan; Mechant, Peter – International Journal of Game-Based Learning, 2013
Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare…
Descriptors: German, Comparative Analysis, Second Language Learning, Second Language Instruction
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