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Oh, Seungjae; So, Hyo-Jeong; Gaydos, Matthew – IEEE Transactions on Learning Technologies, 2018
The goal for this research is to articulate and test a new hybrid Augmented Reality (AR) environment for conceptual understanding. From the theoretical lens of embodied interaction, we have designed a multi-user participatory simulation called ARfract where visitors in a science museum can learn about complex scientific concepts on the refraction…
Descriptors: Simulated Environment, Museums, Sciences, Scientific Concepts
Arantes do Amaral, João Alberto; Hess, Aurélio – International Journal of Instruction, 2018
In this article, we discuss the ripple effects of the WEBSIM FISHBANKS Simulation Laboratory held at Federal University of Sao Paulo (UNIFESP) in 2014, held as a result of a partnership between the Sloan School of Management of the Massachusetts Institute of Technology, the UNIFESP, and the Brazilian Chapter of the System Dynamics Society of…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Laboratories
Noroozi, Omid – Innovations in Education and Teaching International, 2018
This study explores whether and how higher education students with various epistemic beliefs engage in argumentative discourse and shift their attitude within a digital dialogue game. Students were assigned to groups of four or five and asked to argue and explore various perspectives of four controversial issues of environmental education in four…
Descriptors: Attitude Change, Student Attitudes, Epistemology, Higher Education
Kiili, Kristian; Ojansuu, Kai; Lindstedt, Antero; Ninaus, Manuel – International Journal of Game-Based Learning, 2018
The main aim of this article was to investigate the educational potential of a game-based math game competition to engage students in training rational numbers. Finnish fourth (n = 59; M[subscript age] = 10.36) and sixth graders (n = 105; M[subscript age] = 12.34) participated in a math game competition relying on intra-classroom cooperation and…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Competition
Moore, Robert L.; Blackmon, Stephanie J.; Markham, James – Journal of Interactive Learning Research, 2018
Technology integration has significantly influenced the way students access and retain knowledge gained in the classroom (Ahmed, 2016). This is particularly relevant in classrooms for adult learners who engage in continuing education. This paper used a descriptive case study (Yin, 2014) to share how an instructor utilized mobile learning with a…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
Ju Seong Lee, Editor; Di Zou, Editor; Michelle Mingyue Gu, Editor – New Language Learning and Teaching Environments, 2024
This edited book explores the integration of technology into English language education, with a particular focus on extracurricular and extramural contexts. The editors and an international team of scholars discuss how English teachers can critically and systematically design and implement language activities inside and outside the classroom to…
Descriptors: Guides, English (Second Language), Second Language Instruction, Second Language Learning
Donehower Paul, Claire; Bukaty, Caitlyn A.; Dieker, Lisa – Teacher Development, 2020
Over the last 15 years educational organizations, researchers, and practitioners have developed frameworks for teacher effectiveness. These frameworks were established in an effort to define 'good teaching' and have ultimately informed the process of teacher evaluation. Simultaneously, new tools, such as simulation, have emerged to support teacher…
Descriptors: Simulated Environment, Teacher Behavior, Teacher Competencies, Preservice Teacher Education
Burn, Andrew – Learning, Media and Technology, 2016
In the project discussed in this article, 30 11-year olds made an animated film in the machinima style, influenced by both film and game culture, and using a 3-D animation software tool, Moviestorm. The processes and products of the project will be analysed using a social semiotic/multimodal approach, exploring the social interests behind the…
Descriptors: Animation, Educational Games, Elementary School Students, Media Literacy
Squire, Kurt; Gaydos, Matthew; DeVane, Ben – Educational Technology, 2016
Digital games for learning have quickly transitioned from a theoretical possibility, to a hyped technology, to an idea that almost seems quaint compared to advances in Biochips, Smart Robots, and self-driving cars. As a field, it is now better understand what games are good for, what they are not, and in what kinds of situations they can be…
Descriptors: Educational Games, Educational Technology, Computation, Thinking Skills
Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate – Educational Technology & Society, 2016
This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…
Descriptors: Teaching Methods, Programming, Learner Engagement, Educational Games
Gahwaji, Nahla M. – Journal of International Education Research, 2016
Lately, research exploring the effects of tutorial instructional programmes and educational games on literacy skills of kindergarten children has attracted large number of educational technology researchers and practitioners. Even though overwhelming research literature on the subject is available, the majority of this existing work is designed…
Descriptors: Literacy Education, Program Effectiveness, Educational Games, Teaching Methods
Kopcha, Theodore J.; Ding, Lu; Neumann, Kalianne L.; Choi, Ikseon – TechTrends: Linking Research and Practice to Improve Learning, 2016
The purpose of this paper is to present the course design and evaluative data associated with the learning experiences of practicing teachers engaged in a gamified approach to a graduate level course on technology integration. Twenty-two teachers across three offerings of the course completed a survey examining their experience with the gamified…
Descriptors: Technology Integration, Technology Education, Learning Experience, Inservice Teacher Education
Kordaki, Maria; Gousiou, Anthi – Educational Technology & Society, 2016
This paper presents a 10-year review study that focuses on the investigation of the use of computer card games (CCGs) as learning tools in Computer Science (CS) Education. Specific search terms keyed into 10 large scientific electronic databases identified 24 papers referring to the use of CCGs for the learning of CS matters during the last…
Descriptors: Computer Science Education, Computer Games, Electronic Libraries, Literature Reviews
Taylor, Merilyn; Hawera, Ngarewa – Australian Primary Mathematics Classroom, 2016
Rich learning tasks embedded within a familiar context allow students to work like mathematicians while making sense of the mathematics. This article demonstrates how 11-12 year-old students were able to employ all of the proficiency strands while demonstrating a deep understanding of some of the "big ideas" of probabilistic thinking.
Descriptors: Probability, Educational Games, Mathematics, Mathematics Education
Gambarato, Renira Rampazzo; Dabagian, Lilit – Educational Media International, 2016
This article discusses the potentiality and risks of applying transmedia storytelling strategies in the realm of education. The empirical approach is used to analyze the experiential education project Robot Heart Stories, developed in 2011 in Canada and the United States. The theoretical framework focuses on the conceptualization of transmedia…
Descriptors: Case Studies, Story Telling, Educational Games, Experiential Learning

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