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Liontas, John I. – Iranian Journal of Language Teaching Research, 2022
This article both describes and explains the nature of system simulations--the generation of (non-)numeric models representing characteristics, behaviors, or functions of physical or abstract systems/processes under study. For ease of presentation, I first present some of the most pressing theoretical-practical considerations concerning…
Descriptors: Second Language Learning, Second Language Instruction, Computer Software, Computer Games
Hajian, Shiva – IAFOR Journal of Education, 2019
One of the primary goals of education is to ensure that learners can apply their acquired knowledge in various ways and under different circumstances. However, this expected "transfer" does not always occur and, therefore, the acquired knowledge cannot be flexibly employed in different contexts. One way to minimize this problem is to…
Descriptors: Transfer of Training, Teaching Methods, Situated Learning, Comparative Analysis
Sierra, Javier; Suárez-Collado, Ángela – International Journal of Sustainability in Higher Education, 2021
Purpose: There is a growing trend in higher education institutions to develop multi-disciplinary approaches to education for sustainable development and to implement student-centered and problem-based methodologies to increase student engagement and satisfaction. This paper aims to present an innovative methodology to increase student awareness…
Descriptors: Economic Factors, Decision Making, Sustainable Development, Objectives
Wiggins, Bradley E. – International Journal of Game-Based Learning, 2016
This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital…
Descriptors: Computer Games, Simulated Environment, Video Games, Educational Games
Gregorcic, Bor; Bodin, Madelen – Physics Teacher, 2017
Algodoo (http://www.algodoo.com) is a digital sandbox for physics 2D simulations. It allows students and teachers to easily create simulated "scenes" and explore physics through a user-friendly and visually attractive interface. In this paper, we present different ways in which students and teachers can use Algodoo to visualize and solve…
Descriptors: Physics, Science Instruction, Teaching Methods, Simulation
Linantud, John; Kaftan, Joanna – Journal of Political Science Education, 2019
This article uses a multimethod research design to compare Statecraft to non-Statecraft assignments and courses along three dimensions: student engagement, political attitudes, and academic honesty. The results indicate that Statecraft increased student engagement and academic honesty. In terms of political attitudes, students generally remained…
Descriptors: Political Science, Teaching Methods, Comparative Analysis, International Relations
Hilliard, Ann; Kargbo, Harriett F. – International Journal of Education and Practice, 2017
In our schools and universities today, learners have been exposed to a lot of technology applications. Therefore, the natural order of learning could be enhanced by the use of games. Using games through the application of technology provides the learner with lots of hands-on activities. Game-based learning activities are highly engaging and it…
Descriptors: Educational Games, Computer Games, Learner Engagement, Learning Motivation
Baker, David Scott; Underwood, James, III; Thakur, Ramendra – Marketing Education Review, 2017
This study aimed to establish a pedagogical positioning of a business marketing simulation as a grounded learning teaching tool and empirically assess the dimensions of cognitive absorption related to grounded learning effectiveness in an iterative business simulation environment. The method/design and sample consisted of a field study survey…
Descriptors: Marketing, Simulation, Predictor Variables, Instructional Effectiveness
Harris, Nicolette; Welch Bacon, Cailee E. – Athletic Training Education Journal, 2019
Objective: To systematically review current literature to determine whether active learning is more successful than passive learning at producing cognitive skills in health care professions students. Data Sources: An electronic search was conducted in 4 databases: EBSCO-CINAHL, EBSCO-Sport Discus, Educational Resources Information Center, and…
Descriptors: Active Learning, Cognitive Ability, Retention (Psychology), Blended Learning
Almeida, Fernando – Cypriot Journal of Educational Sciences, 2017
The teaching of entrepreneurship is currently a fundamental pillar in the construction of social responsibility with strong impact on the future economic development of society. The use of serious games in the entrepreneurship field is a way of encouraging students' motivation to become entrepreneurs and develop their skills in the field. In this…
Descriptors: Entrepreneurship, Social Responsibility, Teaching Methods, Educational Games
Neville, David O. – ReCALL, 2015
The article reports on a mixed-methods study evaluating the use of a three-dimensional digital game-based language learning (3D-DGBLL) environment to teach German two-way prepositions and specialized vocabulary within a simulated real-world context of German recycling and waste management systems. The study assumed that goal-directed player…
Descriptors: Mixed Methods Research, Educational Games, Video Games, Computer Games
Pløhn, Trygve – Electronic Journal of e-Learning, 2014
Pervasive gaming is a new and emerging gaming genre where the physical and social aspects of the real world are integrated into the game and blends into the player's everyday life. Given the nature of pervasive games, it may be possible to use that type of game as a tool to support learning in a university course by providing a gameplay where the…
Descriptors: Teaching Methods, Design, Educational Technology, Interviews
Annetta, Leonard; Burton, Erin Peters; Frazier, Wendy; Cheng, Rebecca; Chmiel, Margaret – Science Scope, 2012
As smartphones become more ubiquitous among adolescents, there is increasing potential for these as a tool to engage students in science instruction through innovative learning environments such as augmented reality (AR). Aligned with the National Science Education Standards (NRC 1996) and integrating the three dimensions of "A Framework for K-12…
Descriptors: Science Instruction, Elementary Secondary Education, Science Activities, Educational Technology
Myers, Rodney Dean – ProQuest LLC, 2012
In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and…
Descriptors: Simulation, Teaching Methods, Interaction, Computer Games
Offenholley, Kathleen – Journal of Mathematics Education at Teachers College, 2011
Video games have tremendous potential in mathematics education, yet there is a push to simply add mathematics to a video game without regard to whether the game structure suits the mathematics, and without regard to the level of mathematical thought being learned in the game. Are students practicing facts, or are they problem-solving? This paper…
Descriptors: Mathematics Instruction, Teaching Methods, Video Games, Educational Technology
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