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Terras, Melody M.; Boyle, Elizabeth A.; Ramsay, Judith; Jarrett, Dominic – British Journal of Educational Technology, 2018
Serious Games (SG) are increasingly used to deliver education and training to support well-being, social skills, independent living and online safety. This presents opportunities and challenges for users, developers and educational providers to ensure their benefits are available to all. People with intellectual disability (ID) experience high…
Descriptors: Intellectual Disability, Educational Games, Teaching Methods, Educational Technology
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Klubal, Libor; Kostolányová, Katerina; Gybas, Vojtech – ICTE Journal, 2018
This paper attempts to respond to the use of the elements of gamification in education. With the help of research papers, we have chosen three different systems in which the elements of gamification are included and we have focused on their use in education.
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Integrated Learning Systems
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Roush, Justin R.; Johnson, Bruce K. – Journal of Economic Education, 2018
The authors of this article describe an adaptation of the rent-seeking game by Goeree and Holt (1999) to the recruiting of athletes by NCAA Division I football and basketball teams. Students engage in an effort-based lottery, i.e., recruiting to sign a blue-chip prospect. The winner gets the prize--the player's marginal revenue product in excess…
Descriptors: College Athletics, College Students, Student Recruitment, Athletes
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Waddington, Jonathan; Linehan, Conor; Gerling, Kathrin; Williams, Cathy; Robson, Leonie; Ellis, Richard; Hodgson, Timothy – Journal of Visual Impairment & Blindness, 2018
Introduction: Rehabilitation can improve visual outcomes for adults with acquired homonymous visual field loss. It is unclear, however, whether rehabilitation improves visual outcomes for children because previous training schedules have been tiresome, uninteresting, and have failed to keep them engaged. In this study, we assessed whether children…
Descriptors: Visual Impairments, Children, Young Adults, Adolescents
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Lemon, Ruth; Durham, Rich – set: Research Information for Teachers, 2018
If "The New Zealand Curriculum" vision statement is aiming for students "who will work to create an Aotearoa New Zealand in which Maori and Pakeha recognise each other as full Treaty partners, and in which all cultures are valued for the contributions they bring," then we need to teach accurate understandings of historical…
Descriptors: Foreign Countries, Design, Social History, Pacific Islanders
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Frydenberg, Mark; Yates, David J.; Kukesh, Julie S. – Information Systems Education Journal, 2018
As industry embraces the agile methodology for application development, universities are shifting their curricula to teach agile principles along with traditional waterfall concepts. This paper describes a simulation game offered to students in a first-year computing concepts course to introduce both models of application development. Students…
Descriptors: Simulation, Educational Games, Computer Science Education, Introductory Courses
Jeremiassen, Kathleen S. – ProQuest LLC, 2018
The purpose of this sequential mixed methods study was to explore differences in students' STEM identities, game play motivations, and game preferences. The need to grow and support STEM education and careers in the U. S. is a widely-held concern for those in leadership, industry, and education. A purposeful sample of 167 9th grade-12th grade…
Descriptors: STEM Education, Educational Games, Video Games, High School Students
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Lameras, Petros; Arnab, Sylvester; Dunwell, Ian; Stewart, Craig; Clarke, Samantha; Petridis, Panagiotis – British Journal of Educational Technology, 2017
This paper consolidates evidence and material from a range of specialist and disciplinary fields to provide an evidence-based review and synthesis on the design and use of serious games in higher education. Search terms identified 165 papers reporting conceptual and empirical evidence on how learning attributes and game mechanics may be planned,…
Descriptors: Educational Games, Instructional Design, Higher Education, Learning Processes
Engerman, Jason A.; Carr-Chellman, Alison – Educational Technology, 2017
This special issue expands our understanding of teaching and learning through video game play, with specific attention to culture. The issue gives insight into the ways educators, researchers, and developers should be discussing and designing for impactful learner-centered game-based learning experiences. The issue features forward-thinking…
Descriptors: Video Games, Cultural Context, Educational Games, Educational Technology
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Remmele, Bernd – International Journal of Game-Based Learning, 2017
The paper first outlines a differentiation of play/game-motivations that include "negative" attitudes against the play/game itself like cheating or spoilsporting. This problem is of particular importance in concern of learning games because they are not "played" for themselves--at least in the first place--but due to an…
Descriptors: Play, Educational Games, Student Motivation, Negative Attitudes
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Jackson, David – International Journal of Game-Based Learning, 2017
Story writing is a complex semantic and creative task, and the difficulty of managing it is made greater by attempting to write in collaboration with others. This complication can deter students from experimenting with collaboration before mastering their own practice in relative privacy. Such reticence is in spite of the fact that there are many…
Descriptors: Educational Games, Web Based Instruction, Creative Writing, Collaborative Writing
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Çeker, Eser; Özdaml, Fezile – European Journal of Contemporary Education, 2017
What "gamification" means and what it doesn't has been addressed and described by many researchers from a variety of different perspectives in the past. Similarities and differences of the methods between "gamification" and "games" (as well as "gamification" and "game based learning") have also…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Problem Solving
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Davenport, Carrie A.; Alber-Morgan, Sheila R.; Clancy, Shannon M.; Kranak, Michael P. – Journal of Deaf Studies and Deaf Education, 2017
This study examined the effects of a picture racetrack game on the acquisition, maintenance, and generalization of picture labeling for 2 preschool students who are deaf. The game consisted of placing photographs representing individualized target vocabulary around a racetrack board and prompting the participant to sign each photo. A multiple…
Descriptors: Deafness, Preschool Children, Vocabulary Development, Educational Games
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Vandercruysse, Sylke; ter Vrugte, Judith; de Jong, Ton; Wouters, Pieter; van Oostendorp, Herre; Verschaffel, Lieven; Elen, Jan – Educational Technology Research and Development, 2017
In this study we focus on the integration of mathematical learning content (i.e., proportional reasoning) in game-based learning environments (GBLE). More specifically, two kinds of GBLEs are set up: an extrinsically integrated GBLE and an intrinsically integrated GBLE. In the former environment, the mathematical content is not part of the core…
Descriptors: Mathematics Instruction, Educational Games, Teaching Methods, Vocational Education
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Duke, Joshua M.; Sassoon, David M. – Journal of Economic Education, 2017
The concept of negative externality is central to the teaching of environmental economics, but corrective taxes are almost always regressive. How exactly might governments return externality-correcting tax revenue to overcome regressivity and not alter marginal incentives? In addition, there is a desire to achieve a double dividend in the use of…
Descriptors: Economics Education, Educational Games, Class Activities, Taxes
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