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McLaren, Bruce M.; Adams, Deanne M.; Mayer, Richard E.; Forlizzi, Jodi – International Journal of Game-Based Learning, 2017
Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Middle School Students
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
Koivisto, Jaana-Maija; Niemi, Hannele; Multisilta, Jari; Eriksson, Elina – Education and Information Technologies, 2017
The growing use of game-based simulation in healthcare education reflects the opportunities afforded to learners by serious games, which simulate real-world situations and enable students to emulate the roles of healthcare professionals in a safe and engaging learning environment. As part of a design-based research project to design, test, and…
Descriptors: Nursing Education, Nursing Students, Experiential Learning, Computer Simulation
DuHadway, Scott; Dreyfus, David – Decision Sciences Journal of Innovative Education, 2017
Within the classroom it is often difficult to convey the complexities and intricacies that go into making sales and operations planning decisions. This article describes an in-class simulation that allows students to gain hands-on experience with the complexities in making forecasting, inventory, and supplier selection decisions as part of the…
Descriptors: Simulation, Salesmanship, Planning, Decision Making
Mandel, Travis Scott – ProQuest LLC, 2017
When a new student comes to play an educational game, how can we determine what content to give them such that they learn as much as possible? When a frustrated customer calls in to a helpline, how can we determine what to say to best assist them? When an ill patient comes in to the clinic, how do we determine what tests to run and treatments to…
Descriptors: Reinforcement, Learning Processes, Student Evaluation, Data Collection
Yeh, Charles Y. C.; Cheng, Hercy N. H.; Chen, Zhi-Hong; Liao, Calvin C. Y.; Chan, Tak-Wai – Research and Practice in Technology Enhanced Learning, 2019
Conventional teacher-led instruction remains dominant in most elementary mathematics classrooms in Taiwan. Under such instruction, the teacher can rarely take care of all students. Many students may then continue to fall behind the standard of mathematics achievement and lose their interest in mathematics; they eventually give up on learning…
Descriptors: Mathematics Achievement, Learner Engagement, Elementary School Mathematics, Elementary School Students
Nygren, Eeva; Blignaut, A. Seugnet; Leendertz, Verona; Sutinen, Erkki – Informatics in Education, 2019
Technology-enhanced learning generally focuses on the cognitive rather than the affective domain of learning. This multi-method evaluation of the INBECOM project (Integrating Behaviourism and Constructivism in Mathematics) was conducted from the point of view of affective learning levels of Krathwohl "et al." (1964). The research…
Descriptors: Game Based Learning, Electronic Learning, Mathematics Instruction, Intelligent Tutoring Systems
Kukey, Ebru; Gunes, Habibe; Genc, Zulfu – World Journal on Educational Technology: Current Issues, 2019
One of the most common challenges expressed by classroom teachers in mathematics teaching and in the literature is the concretisation of abstract concepts in teaching basic subjects. Lego MoreToMath is a training set focusing on the mathematical lesson gains of elementary school first and second grade students. The aim of this study is to enable…
Descriptors: Teaching Experience, Experiential Learning, Instructional Materials, Computer Software
Demir Kaçan, Sibel – Journal of Education and Practice, 2015
This study was conducted with the participation of 21 pre-service science teachers attending the faculty of education of a university in Turkey. The study aims to evaluate pre-service science teachers' science games and science toy designs in terms of scientific creativity. Participants were given a four-week period to design science games or…
Descriptors: Foreign Countries, Preservice Teachers, Biology, Science Instruction
Alaswad, Zina; Nadolny, Larysa – Journal of Educational Technology Systems, 2015
The use of games and game structures in educational contexts is growing in popularity. An increasing number of technologies have been developed to meet the needs of designing a course as a game. This article discussed the design process in game-based learning and reviewed the research on structuring a course with a focus on feedback, goals, and…
Descriptors: Instructional Design, Educational Games, Technology Integration, Best Practices
Arnab, Sylvester; Lim, Theodore; Carvalho, Maira B.; Bellotti, Francesco; de Freitas, Sara; Louchart, Sandy; Suttie, Neil; Berta, Riccardo; De Gloria, Alessandro – British Journal of Educational Technology, 2015
Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the Games and Learning Alliance (http://www.galanoe.eu) European Network of Excellence on Serious Games,…
Descriptors: Teaching Methods, Educational Games, Design, Models
Wulandari, Yunita Oktavia; Damayanti, Nia Wahyu – Malikussaleh Journal of Mathematics Learning, 2018
Scaffolding is defined as help that can assist students to solve problems or understand concepts that were not able to complete independently. In modern times, the concept of technology-based Scaffolding in learning has developed. In this study an educational game called "Telolet" was designed with the aim of providing Scaffolding to…
Descriptors: Scaffolding (Teaching Technique), Game Based Learning, Mathematics Instruction, Educational Games
Alsawaier, Raed S. – International Journal of Information and Learning Technology, 2018
Purpose: Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The application of gamification in a pedagogical context provides some remedy for many students who find themselves alienated by traditional methods of instruction. The use…
Descriptors: Educational Games, Teaching Methods, Learning Motivation, Learner Engagement
Kerrigan, John – College Teaching, 2018
Active learning involves students engaging with course content beyond lecture: through writing, applets, simulations, games, and more (Prince, 2004). As mathematics is often viewed as a subject area that is taught using more traditional methods (Goldsmith & Mark, 1999), there are actually many simple ways to make undergraduate mathematics…
Descriptors: Active Learning, Mathematics Instruction, College Mathematics, Undergraduate Students
Russo, James; Russo, Toby; Bragg, Leicha A. – Australian Primary Mathematics Classroom, 2018
Mathematical games are widely used in the primary classroom; however, not all games are equally valuable. How might teachers decide which specific games to introduce? The authors present five principles of educationally-rich games to help teachers address this issue. In so doing, they provide teachers with a usable framework to stimulate…
Descriptors: Mathematics Education, Educational Games, Mathematics Activities, Educational Quality

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