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Sevim-Cirak, Nese; Yildirim, Zahide – European Journal of Engineering Education, 2020
This phenomenological study investigates mining engineering students' game playing experiences for educational purposes and seeks to understand the essence of their experiences. In this study, three non-gamer and three-gamer mining engineering students were selected through a criterion sampling method, and then data were collected through in-depth…
Descriptors: Computer Simulation, Computer Games, Educational Games, Mining
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Flores, Rejeenald M.; Rodrigo, Ma. Mercedes T. – Journal of Educational Computing Research, 2020
Wheel-spinning refers to the failure to master a skill in a timely manner or after a considerable number of practice opportunities. Several past studies have developed wheel-spinning models in the areas of Mathematics and Physics. However, no models have been made for the context of novice programming. The purpose of this study was to develop…
Descriptors: Mastery Learning, Novices, Programming, Computer Science Education
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Lees, Matthew; Wentzel, Michael T.; Clark, James H.; Hurst, Glenn A. – Journal of Chemical Education, 2020
Green Tycoon is a free-of-charge game-based mobile application that embraces a systems thinking approach to introducing students to a biorefining process model within green chemistry. Players adopt the role of a manager in a chemical factory, synthesizing the fictional compound, Yorkanone. Through upgrading the system and engaging with the…
Descriptors: Educational Games, Game Based Learning, Science Instruction, Chemistry
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Purcell, Catherine; Romijn, Amy R. – Journal of Education and Educational Development, 2020
The importance of road safety education is widely acknowledged; however, there is a lack of consistency in road safety interventions currently being used in UK schools. Furthermore, the majority of road safety educational programmes use knowledge-based methods, which do not necessarily translate to improved behaviour in real traffic environments.…
Descriptors: Safety Education, Child Safety, Traffic Safety, Foreign Countries
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Harrison, Judith R.; Kwong, Courtney; Evans, Steven W.; Peltier, Corey; Mathews, Leslie; Chatman, Tasia – Journal of Applied School Psychology, 2020
Self-management is a strategy with emerging evidence of effectiveness that has been utilized to address impairment associated with attention deficit hyperactivity disorder (ADHD); however, few studies have been conducted with students with ADHD. The results of the minimal research available suggests that self-management with youth with ADHD is…
Descriptors: Educational Games, Self Management, Attention Deficit Hyperactivity Disorder, Independent Reading
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Chen, Min-Bin; Wang, Siou-Ge; Chen, You-Ning; Chen, Xiao-Fang; Lin, Yi-Zhen – Education Sciences, 2020
Learning is mainly based on the students' mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Computer Oriented Programs
Schenke, Katerina; Redman, Elizabeth J. K. H.; Chung, Gregory K. W. K.; Chang, Sandy M.; Feng, Tianying; Parks, Charles B.; Roberts, Jeremy – Grantee Submission, 2020
Understanding digital supports for early learning is paramount for school readiness and later mathematics learning. We present results from a randomized control trial evaluating a digital app (Measure Up!) and a parent companion app (Super Vision) designed to teach children measurement concepts, a skill that many teachers do not feel comfortable…
Descriptors: Program Evaluation, Instructional Effectiveness, Teaching Methods, Handheld Devices
Ajlen, Ronit; Plummer, Benjamin; Straub, Evan; Zhu, Erping – Center for Research on Learning and Teaching, 2020
Gameful pedagogy is "an approach that takes inspiration from well-designed games to create learning environments that support student motivation" (Holman, 2018, p. 1). According to Self-Determination Theory (Ryan & Deci, 2000), students are intrinsically motivated when their basic psychological needs for autonomy (the need to make…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Student Motivation
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Knorr, Nancy; Berkling, Kay – Research-publishing.net, 2020
iRead is an EU Project involving literacy games in Spanish, German, Greek, and English for L1 and L2 acquisition. Content is selected dynamically from a large database using linguistic rules based on the player profile. The teacher can view pupils' progress based on automated game sequences or assign games manually. This project strives to…
Descriptors: Student Attitudes, Teacher Attitudes, Elementary School Teachers, Elementary School Students
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Terry, Robert; Olson, Barrie – Composition Studies, 2017
English 306, per the University of Louisville (U of L) English department course description, is "designed for advanced Business students and Arts and Sciences students anticipating careers in law, business, or government" and "concentrates on writing in a variety of forms of business discourse [and] emphasizes practicing writing…
Descriptors: College English, Business Administration, Writing (Composition), Academic Discourse
Hammer, Jessica; Davidson, Drew – Educational Technology, 2017
Culture can be understood as systems that produce and reproduce meaning, or as stable sets of meanings within a community. The authors illustrate how educational games produce and reproduce meaning, both related to the content being addressed and about the educational process itself. Educational games also rely on shared meanings and norms, which…
Descriptors: Educational Games, Alignment (Education), Cultural Education, Values Education
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Yoshimura, Christina G. – Communication Teacher, 2017
Courses: Communication and Conflict. Objectives: Through the use of a game-based framework, students will build intrinsic motivation to engage with course material and course content, and will engage their critical-thinking, problem-solving, and communication skills in relation to conflict management over the length of the course. A list of…
Descriptors: Educational Games, Conflict, Student Motivation, Critical Thinking
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Kuhn, Jeff; Stevens, Vance – TESOL Journal, 2017
As computer-based game use grows in classrooms, teachers need more opportunities for professional development aimed at helping them to appropriately incorporate games into their classrooms. Teachers need opportunities not only to learn about video games as software but also about video games as culture. This requires professional development that…
Descriptors: Computer Games, Educational Games, Video Games, Faculty Development
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de Castro-Santos, Amable; Fajardo, Waldo; Molina-Solana, Miguel – International Association for Development of the Information Society, 2017
Our students taking the Artificial Intelligence and Knowledge Engineering courses often encounter a large number of problems to solve which are not directly related to the subject to be learned. To solve this problem, we have developed a game based e-learning system. The elected game, that has been implemented as an e-learning system, allows to…
Descriptors: Electronic Learning, Educational Games, Artificial Intelligence, Computer Science Education
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Chad Littlefield; Heather Toomey Zimmerman – International Journal of Designs for Learning, 2017
This paper explores the development of "We! Connect Cards," a card-based learning tool intended to support interpersonal relationships across various workplace and learning settings. The designed artifact is a card deck containing 60 cards with a question on the front and an action on the back. We discuss the development process of…
Descriptors: Educational Games, Work Experience Programs, Teamwork, Interpersonal Relationship
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