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Showing all 9 results Save | Export
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Chun-Chun Chang; Gwo-Jen Hwang; Liang-Shiou Ou – Journal of Computer Assisted Learning, 2025
Background: For learners with intellectual disability, it is a challenge and crucial issue to foster their life skills. These learners generally encounter several problems during the learning process, such as difficulties paying and maintaining attention, difficulties with memory and application and slow learning ability. Life skills training can…
Descriptors: Basic Skills, Intellectual Disability, Technology Uses in Education, Game Based Learning
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Phantipa Amornrit; Patthanan Bootchuy; Phanompatt Smitananda – Journal of Education and Learning, 2025
The study aimed to examine the impact of a gamified distance learning system on enhancing digital creativity in distance education. The research involved 36 graduate students from Sukhothai Thammathirat Open University enrolled in the Public Administration Innovation course. Over a six-week experimental period, the learning system incorporated…
Descriptors: Foreign Countries, Gamification, Distance Education, Creativity
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Pitchada Prasittichok; Suradet Jitprapaikulsarn; Khawanying Sriprasertpap; Gwo-Jen Hwang – Cogent Education, 2024
Fostering students' knowledge and courage to face illegal or immoral problems is a critical aim in educational settings. However, it is challenging for students who lack knowledge and social experience to comprehend the sins behind the immoral cases and have the moral courage to deal with those problems. Therefore, in the present study, an…
Descriptors: Computer Simulation, Educational Games, Game Based Learning, Ethics
Rachel Arpin – ProQuest LLC, 2021
Escape room games have emerged in the educational landscape over the last decade and are growing in popularity. Studies show that participants enjoy educational escape room games, however the data to demonstrate learning acquisition and behavior change is limited. This study addressed the research question: How effective are escape room games as a…
Descriptors: Leadership Training, Games, Game Based Learning, Computer Simulation
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Kristen M. Brown; Julianne Perretta; Geoffrey Miller; Gregory Gilbert; Mindi Anderson; Catherine Horvath; Nancy Sullivan; Justin Jeffers; Sandra Swoboda; Nicole Shilkofski; Dierra Green; Shawna Mudd – Journal of Interactive Learning Research, 2023
Background: Current methods for interprofessional education (IPE) incorporating simulation for team training poses challenges. Frequent challenges to traditional approaches include adequate time, resources, simulation space, equipment, and trained faculty. Multi-player virtual reality (VR) may be a solution. Methods: A quantitative,…
Descriptors: Professional Education, Interprofessional Relationship, Medical Students, Nursing Students
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Michal Vorlicek; David Prycl; Josef Heidler; Manuel Herrador-Colmenero; Jitka Nabelkova; Josef Mitas; Erica Hinckson; Sandra Mandic; Karel Frömel – Smart Learning Environments, 2024
This study addresses the issue of insufficient physical activity (PA) among youths. The emergence of gamified interventions, such as Gamifiter web portal, offers a novel approach to promoting healthy habits and increasing intrinsic motivation for PA. Gamifiter engages users in virtual challenges linked to daily step counts and progress on a…
Descriptors: Parents, Middle School Students, Grade 7, Foreign Countries
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Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Instructional Design, Educational Technology, Technology Uses in Education, Higher Education
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2019
For the forty-second time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains 37 papers dealing…
Descriptors: Educational Technology, Technology Uses in Education, Research and Development, Elementary Education