Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 4 |
Descriptor
Games | 4 |
Pilot Projects | 4 |
Teaching Methods | 4 |
Design | 3 |
Computer Simulation | 2 |
Computer Uses in Education | 2 |
Computers | 2 |
Cooperative Learning | 2 |
Foreign Countries | 2 |
Problem Solving | 2 |
Simulated Environment | 2 |
More ▼ |
Source
Designs for Learning | 1 |
Educational Research | 1 |
English Teaching: Practice… | 1 |
Information and Learning… | 1 |
Author
Elisabeth R. Gee | 1 |
Emmanouil, Marina | 1 |
Grizioti, Marianthi | 1 |
Jeremy Bernier | 1 |
Le Cornu, Alison | 1 |
Luis E. Pérez Cortés | 1 |
Mathews, James M. | 1 |
Taylor M. Kessner | 1 |
Van Langenhove, Lieva | 1 |
White, David | 1 |
Yuchan Gao | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Descriptive | 2 |
Reports - Research | 2 |
Education Level
Higher Education | 3 |
Postsecondary Education | 3 |
Elementary Secondary Education | 1 |
Grade 11 | 1 |
Grade 12 | 1 |
High Schools | 1 |
Secondary Education | 1 |
Audience
Location
Belgium | 1 |
Greece | 1 |
United Kingdom | 1 |
Wisconsin | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Jeremy Bernier; Elisabeth R. Gee; Yuchan Gao; Luis E. Pérez Cortés; Taylor M. Kessner – Information and Learning Sciences, 2024
Purpose: The purpose of this paper reporting an exploratory pilot study is to examine how participant engagement in design thinking varies when playing and fixing (playfixing) three partially complete games (broken games). Design/methodology/approach: The data for this study consist of transcripts of five playfixing sessions with a total of 16…
Descriptors: Games, Creative Thinking, Pilot Projects, College Students
Örnekoglu Selçuk, Melis; Emmanouil, Marina; Grizioti, Marianthi; Van Langenhove, Lieva – Designs for Learning, 2022
Design Thinking (DT) is not merely a well-known design methodology but also an entire mindset towards solving complex societal problems in an innovative way. Its popularity in diverse disciplines beyond design, is due to its relation with the development of key 21st-century skills, such as creativity, critical thinking, collaboration and…
Descriptors: Design, Research Methodology, Problem Solving, Games
Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
White, David; Le Cornu, Alison – Educational Research, 2010
Background: Many of the potential benefits of using virtual worlds for teaching and learning are difficult to define and often become overly focused on the functionality of the technology or on its ability to support informal or "social" forms of learning. Purpose: The aim of the paper is to highlight the experiential nature of virtual…
Descriptors: Experiential Learning, Learning Theories, Lifelong Learning, Pilot Projects