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Lamb, Richard L. – Journal of Science Education and Technology, 2016
Within the last 10 years, new tools for assisting in the teaching and learning of academic skills and content within the context of science have arisen. These new tools include multiple types of computer software and hardware to include (video) games. The purpose of this study was to examine and compare the effect of computer learning games in the…
Descriptors: Cognitive Processes, Computation, Models, Science Laboratories
Iten, Nina; Petko, Dominik – British Journal of Educational Technology, 2016
Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and willingness to play, as well as between game enjoyment,…
Descriptors: Educational Games, Students, Instructional Effectiveness, Test Results
Sardone, Nancy B.; Devlin-Scherer, Roberta – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2016
Gaming, in its many forms, is becoming a more active force in classrooms. To prepare preservice candidates for this trend, one teacher education program asked candidates (n = 60) to develop games in varied curricular fields tied to curriculum standards. This article describes the development of a model game, assignment requirements, provides a…
Descriptors: Educational Games, Student Developed Materials, Curriculum Development, Preservice Teachers
Piu, Angela; Fregola, Cesare; Santoro, Anna – European Journal of Science and Mathematics Education, 2016
As indicated in numerous research studies, schoolchildren encounter many difficulties and obstacles in learning the multifaceted concept of the angle. In order to explore the possibility of enhancing schoolchildren's understanding of such a concept, the authors present a study that aims at investigating some structural characteristics of…
Descriptors: Educational Games, Simulated Environment, Elementary School Students, Elementary School Mathematics
Kavak, Nusret; Yamak, Havva – Journal of Chemical Education, 2016
Laboratory activities are an important means of instruction in science; as such, they have been used in chemistry education since the 1880s. Many learning objectives can be achieved through the use of laboratory activities undertaken by chemistry students. In student-centered laboratory activities, students should know how to use an apparatus in…
Descriptors: Educational Games, Visual Aids, Laboratory Equipment, Science Instruction
Thai, K. P.; Ponciano, Leslie – Journal of Applied Research on Children, 2016
Objective: A two-year longitudinal study examined the academic impact of the integration of ABCmouse Early Learning Academy, an online supplemental digital early learning resource, into prekindergarten and kindergarten. Design and Participants: With a naturalistic design, ABCmouse was provided to all 230 prekindergarten students enrolled in a…
Descriptors: Educational Improvement, Outcomes of Education, At Risk Students, Preschool Children
Snow, Erica L.; Jacovina, Matthew E.; Jackson, G. Tanner; McNamara, Danielle S. – Grantee Submission, 2016
This chapter provides an overview of the Interactive Strategy Tutor for Active Reading and Thinking-2 (iSTART-2). iSTART-2 is a game-based tutoring system designed to improve students' reading comprehension skills. It does so by providing them with instruction on how to self-explain using comprehension strategies. In this chapter, we first discuss…
Descriptors: Reading Comprehension, Reading Strategies, Reading Instruction, Educational Games
Özeke, Vildan; Akçapina, Gökhan – International Association for Development of the Information Society, 2016
There are many computer games, learning environments, online tutoring systems or computerized tools which keeps the track of the user while learning or engaging in the activities. This paper presents results from an exploratory study and aims to group students regarding their behavior data while solving the Einstein's riddle. 45 undergraduate…
Descriptors: Puzzles, Educational Games, Humor, Foreign Countries
Molka-Danielsen, Judith; Hadjistassou, Stella; Messl-Egghart, Gerhilde – Research-publishing.net, 2016
This research is motivated by the emergence of virtual technologies and their potential as engaging pedagogical tools for facilitating comprehension, interactions and collaborations for learning; and in particular as applied to learning second languages (L2). This paper provides a descriptive analysis of a case study that examines affective…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Simulated Environment
Loiseau, Mathieu; Hallal, Racha; Ballot, Pauline; Gazidedja, Ada – Research-publishing.net, 2016
In this paper, we present a learning game designed according to a strategy focusing on favouring the learners' "playful attitude". The game's modalities pertain to what we might call "guessing games". The chosen avatar of such guessing games both exists as learning and Commercial Off The Shelf (COTS) board games. We explain in…
Descriptors: Educational Games, Technology Uses in Education, Educational Technology, Second Language Learning
Gresalfi, Melissa Sommefeld; Rittle-Johnson, Bethany; Loehr, Abbey M.; Nichols, Isaac Thomas; McCracken, Charity – AERA Online Paper Repository, 2016
The purpose of this study is to explore how different game designs support students' learning and enjoyment of fractions, specifically, early learning of equivalence and ordering. Two sets of games were contrasted, one that was characterized as "exploratory and implicit," and a second that was characterized as "directive and…
Descriptors: Educational Games, Mathematics Instruction, Fractions, Teaching Methods
Kyle John Hartung – ProQuest LLC, 2016
Skills associated with collaborative problem solving (CPS), especially in STEM-related disciplines, are increasingly regarded as essential for success in work and life. In the last decade, simulation-based games have emerged as rich environments for the situated learning of such skills, and are instrumental in the study of CPS because they provide…
Descriptors: Internship Programs, Electronic Learning, Group Discussion, Engineering Education
Douglas B. Clark; Satyugjit Virk; Pratim Sengupta; Corey Brady; Mario Martinez-Garza; Kara Krinks; Stephen S. Killingsworth; John Kinnebrew; Gautam Biswas; Jacqueline Barnes; James Minstrell; Brian C. Nelson; Kent Slack; Cynthia M. D'Angelo – International Journal of Designs for Learning, 2016
We have iteratively designed and researched five digital games focusing on Newtonian dynamics for middle school classrooms during the past seven years. The designs have evolved dramatically in terms of the roles and relationships of the formal representations, phenomenological representations, and control schemes. Phenomenological representations…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Teaching Methods
Wilson, Christopher D.; Reichsman, Frieda; Mutch-Jones, Karen; Gardner, April; Marchi, Lisa; Kowalski, Susan; Lord, Trudi; Dorsey, Chad – Journal of Science Education and Technology, 2018
Research-based digital games hold great potential to be effective tools in supporting next-generation science learning. However, as with all instructional materials, teachers significantly influence their implementation and contribute to their effectiveness. To more fully understand the contributions and challenges of teacher implementation of…
Descriptors: Curriculum Implementation, Educational Games, Science Materials, Science Curriculum
Mystakidis, Stylianos; Berki, Eleni – International Journal of Web-Based Learning and Teaching Technologies, 2018
The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program "From the Ancient to the Modern Tablets," featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an…
Descriptors: Foreign Countries, Story Telling, Educational Technology, Technology Uses in Education

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