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Meyer, Brad C.; Bishop, Debra S. – Decision Sciences Journal of Innovative Education, 2022
This article examines how students learn about data-driven decision-making by creating and using a dashboard to play an online version of the familiar Beer Game. The objective is to apply data visualization skills to a business system in a way that leads to effective decisions. The students not only build a dashboard in Tableau, they also use it…
Descriptors: Visual Aids, Data Analysis, Decision Making, Computer Software
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Castrillon, Sir-Alexci Suarez; Barbosa, Thomas Edison Guerrero; Castrillon, Albert Miyer Suarez – Journal of Language and Linguistic Studies, 2022
This research presents an analysis of the use of the Kahoot platform as an evaluation system for programming students, using two groups, the first is evaluated in a traditional way through a written exam and serves as a control group, and the test group through the Kahoot platform, where they can also observe their grade at the end of the test,…
Descriptors: Evaluation Methods, Knowledge Level, Educational Games, Computer Games
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Joshua Clements – Learning Assistance Review, 2022
Learning centers and peer tutoring facilities often need ways to train their staff to work with students who find themselves dealing with anxiety, fear of failure, and many other issues. There is also a need for training in soft skills such as communication and empathy that will help students have a successful college career. This article applies…
Descriptors: Peer Teaching, Tutors, Training, Soft Skills
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Dayae Yang; Theodore J. Kopcha – International Journal of Designs for Learning, 2022
Computer programming has become an essential part of K12 education, promoted as a way for students to engage in computational thinking that helps develop students' ability to analyze and solve problems and prepare them for future careers. Tabletop board games are seen as an effective means to help students learn computer programming. Several board…
Descriptors: Educational Games, Design, Programming, Computer Science Education
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Dron M. Mandhana; Daliah Ouedraogo; Alessandra S. Vicente – Communication Teacher, 2024
Courses: Theories of Organizational Communication; Communication Theory. Theories of Organizational Communication; Communication Theory. Objectives: The proposed activity utilizes a digitally interactive global positioning system--based augmented reality game to help students (a) gain a richer learning experience through immersion and engagement…
Descriptors: Organizational Culture, Physical Environment, Simulated Environment, Synthesis
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Aranka Bijl; Bernard P. Veldkamp; Saskia Wools; Sebastiaan de Klerk – Educational Technology Research and Development, 2024
The systematic literature review (1) investigates whether 'serious games' provide a viable solution to the limitations posed by traditional high-stakes performance assessments and (2) aims to synthesize game design principles for the game-based performance assessment of professional competencies. In total, 56 publications were included in the…
Descriptors: Educational Games, Student Evaluation, Evaluation Methods, High Stakes Tests
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Leah F. Rosenbaum – Educational Technology Research and Development, 2024
Research on the educational value of play tends to focus on active players, especially when evaluating novel interaction technologies. However, a long history of scholarship underscores observing communal practice as a primary means of enculturation and learning. This paper demonstrates learning opportunities available within a range of…
Descriptors: Play, Game Based Learning, Educational Games, Geometry
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Kevin R. Glover; Alec Bodzin – Career and Technical Education Research, 2024
Little is known about the motivational factors or design features that might lead female career and technical education (CTE) health sciences students to persist in self-regulated engagement to win state achievement in serious simulation games (SSGs). In this study, 12th grade female CTE health sciences students played a 3-Level hand hygiene SSG…
Descriptors: Grade 12, Females, Vocational Education, Health Sciences
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Seyedahmad Rahimi; Valerie J. Shute – Educational Technology Research and Development, 2024
Research fields related to learning (e.g., educational technology and learning sciences) have historically focused on what questions using traditional methods (e.g., comparing different learning tools and methods). New methodologies that are grounded in learning, engagement, and motivational theories are needed to additionally address the how…
Descriptors: Evaluation Methods, Psychometrics, Learning Processes, Educational Technology
Noreen Dunnett – Routledge Research in Education, 2024
This book challenges common understandings of boredom and disengagement in classrooms, taking a relational approach to boredom which looks beyond the usual distinctions between in-school and out-of-school practices. The book explores how a sociomaterial perspective can provide an alternative analysis of boredom as performative, and as a phenomenon…
Descriptors: Foreign Countries, Secondary Schools, Secondary School Students, Game Based Learning
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Jin Wei-Kocsis; Moein Sabounchi; Gihan J. Mendis; Praveen Fernando; Baijian Yang; Tonglin Zhang – IEEE Transactions on Education, 2024
Contribution: A novel proactive and collaborative learning paradigm was proposed to engage learners with different backgrounds and enable effective retention and transfer of the multidisciplinary artificial intelligence (AI)-cybersecurity knowledge. Specifically, the proposed learning paradigm contains: 1) an immersive learning environment to…
Descriptors: Computer Security, Artificial Intelligence, Interdisciplinary Approach, Models
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Rosaline Tandiono – Education and Information Technologies, 2024
This study critically assesses Kahoot!'s effectiveness in enhancing student engagement in online learning environments, filling identified research gaps, such as theoretical gaps, online application challenges, and reliance on quantitative methods. Utilizing semi-structured interviews, it explores the impact of Kahoot! on student engagement,…
Descriptors: Gamification, Electronic Learning, Educational Games, Educational Technology
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Slade Goldman; Katie A. Coscia; Lauren A. Genova – Journal of Chemical Education, 2024
Electron configuration provides insight into the chemical behaviors of elements and is an important concept for students to master in introductory chemistry. To better strengthen undergraduate students' mastery of electron configurations of atoms and ions, we designed a novel, interactive chemistry game called ChemisTree that uses active-learning…
Descriptors: Educational Games, Chemistry, Science Education, Scientific Concepts
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Manuela Cantoia; Andrew Clegg; Andrea Tinterri – Computers in the Schools, 2024
Game-based learning (GBL) provides direct experience, reflection, and self-assessment opportunities. To support their knowledge and expertise on GBL, a group of Italian teachers volunteered in a four-month, free-access online training on GBL characteristics and GBL design to take games in school during the pandemic. Before the training, teachers…
Descriptors: Foreign Countries, Game Based Learning, Educational Games, Faculty Development
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Cuc Thi Huynh – International Society for Technology, Education, and Science, 2024
Vocabulary plays an important role in learning English. However, due to the difference between English and their mother tongue, many students find it difficult to remember the English vocabulary. This research aims at investigating whether Spelling Bee Game has any significant effects on EFL young students' vocabulary learning. The research…
Descriptors: Vocabulary Development, Educational Games, English Learners, English (Second Language)
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