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Buck, Marc Fabian – Online Submission, 2017
The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification's aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light…
Descriptors: Educational Games, Computer Games, Teaching Methods, Learning Motivation
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Firkins Nordstrom, Jennifer A.; Sumner, David Thomas – PRIMUS, 2017
This paper brings together general principles for teaching inquiry across disciplines with those generally employed in mathematics classrooms. It describes some broad principles of teaching inquiry to first-year writing students and shows how these can be employed in the context of a course on game theory in popular culture. Although undergraduate…
Descriptors: Inquiry, Writing Instruction, Mathematics Instruction, Teaching Methods
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Veltsos, Jennifer R. – Business and Professional Communication Quarterly, 2017
Interest in gamification in higher education has been growing steadily in the past decade. Using games and game elements has been shown to increase student engagement, motivation, and autonomy. This article draws parallels between game elements, instructional design, and the teaching of business and professional communication. It suggests ways…
Descriptors: Business Communication, Instructional Design, Teaching Methods, Educational Games
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Tsekleves, Emmanuel; Cosmas, John; Aggoun, Amar – British Journal of Educational Technology, 2016
Serious games and game-based learning have received increased attention in recent years as an adjunct to teaching and learning material. This has been well echoed in the literature with numerous articles on the use of games and game theory in education. Despite this, no policy for the incorporation of serious games in education exists to date.…
Descriptors: Barriers, Program Implementation, Educational Games, Stakeholders
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Overby, Alexandra; Jones, Brian L. – Art Education, 2015
What could video games bring to a K-12 visual arts curriculum? Overby and Jones were skeptical about incorporating gaming and virtual worlds into the classroom, but watching their own children engaging in the video game Minecraft changed their perception. As they started researching the game and how these kids were operating within the space, they…
Descriptors: Art Education, Curriculum Enrichment, Teaching Methods, Learning Strategies
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Misfeldt, Morten – Electronic Journal of e-Learning, 2015
In this paper I describe how students use a project management simulation game based on an attack-defense mechanism where two teams of players compete by challenging each other's projects. The project management simulation game is intended to be played by pre-service construction workers and engineers. The gameplay has two parts: a planning part,…
Descriptors: Educational Games, Learner Engagement, Case Method (Teaching Technique), Program Administration
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Byun, Chong Hyun Christie – Journal of the Scholarship of Teaching and Learning, 2014
The importance of active learning in the classroom has been well established in the field of Economic education. This paper examines the connection between active learning and performance outcomes in an Economics 101 course. Students participated in single play simultaneous move game with a clear dominant strategy, modeled after the Prisoner's…
Descriptors: Active Learning, Learning Activities, Correlation, Performance Based Assessment
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Gerlock, Jennifer Ann; McBride, Dawn Lorraine – College Teaching, 2013
The authors critically analyze how the concept of the drama triangle--part of the game theory associated with transactional analysis--can be used by post secondary instructors teaching online to build a sense of community and decrease students' dependence on instructors in discussion forums. The article begins with an overview of sense of…
Descriptors: Teaching Methods, Electronic Learning, Online Courses, Game Theory
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Buckingham, David; Burn, Andrew – Journal of Educational Multimedia and Hypermedia, 2007
If we intend to teach through educational media, we also have to teach about those media. This article explores the implications of this perspective for the use of computer games in the classroom. It seeks to explain why and how teachers might teach about computer games as a medium in their own right, just as they teach about film or television or…
Descriptors: Educational Media, Computers, Games, Teaching Methods
Hood, Paul – 1997
This document introduces simulation as a field of endeavor that has great potential for education research, development, and training. Simulation allows education developers to explore, develop, and test new educational programs and practices before communities, educators, and students are asked to participate in them. Simulation technologies…
Descriptors: Computer Software, Educational Practices, Educational Research, Elementary Secondary Education
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Halverson, Richard – Innovate: Journal of Online Education, 2005
Schools have much to learn from video games and the gaming community. By providing compelling activities for motivating otherwise indifferent learners, video games can potentially help teachers improve the design of learning environments. However, there are considerable rhetorical and practical barriers between the schooling and gaming communities…
Descriptors: Video Games, Elementary Secondary Education, Learning Strategies, Educational Games