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Quan, Guolong; Gu, Xiaoqing – Journal of Educational Computing Research, 2018
Recent studies have demonstrated the integration of visualization technology to support collaboration and stimulate learning performance. The use of visualization tools during the collaborative activities of international students is a worthy topic for further exploration. Based on grounded and activity theories, this research uses observation and…
Descriptors: Visualization, Cross Cultural Training, Cooperative Learning, Computer Assisted Instruction
Chan, Isaac; Leung, Vincent; Yan, Kendall; Kwong, Theresa; Lau, Peter – Journal on Excellence in College Teaching, 2018
Student-generated materials offer high engagement, connectedness, and satisfaction in learning. In this project, the students merged the concepts and cases learned in class with the experiences of business professionals to create scenarios that can convey the concepts of Business Ethics (BE) and Corporate Social Responsibility (CSR) to secondary…
Descriptors: Secondary School Students, Ethical Instruction, Business Education, Social Responsibility
Pinder, Patrice Juliet – Online Submission, 2018
Very few studies on game-based learning (GBL) have been conducted within the Caribbean; particularly, studies of a mixed-methods nature examining in-service K-12 STEM teachers' perspectives. This paper, which presents preliminary, in brief data results (full study forthcoming), addresses the aforementioned gap and explores the benefits of…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Mixed Methods Research
Pombo, Lúcia; Marques, Margarida Morais – International Association for Development of the Information Society, 2018
Augmented Reality (AR) technology and games can enhance motivation for learning. When combined with mobile devices, AR technology can promote authentic learning in outdoor environments, such as urban parks. These spaces can be used for Science Education, particularly, for environmental education and nature conservation. The EduPARK project…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Educational Games
Shim, Jaekwoun; Kwon, Daiyoung; Lee, Wongyu – IEEE Transactions on Education, 2017
In the past, computer programming was perceived as a task only carried out by computer scientists; in the 21st century, however, computer programming is viewed as a critical and necessary skill that everyone should learn. In order to improve teaching of problem-solving abilities in a computing environment, extensive research is being done on…
Descriptors: Robotics, Educational Games, Programming, Teaching Methods
Biçer, Nursat – Universal Journal of Educational Research, 2017
The aim of the present study is to determine the influence of student-centered methods employed in Turkish language instruction on the academic success of students through meta-analysis. To this end, a literature review was conducted on the relevant studies conducted between 2000 and 2016 in order to determine the studies were suitable for the…
Descriptors: Turkish, Meta Analysis, Effect Size, Drama
Sun Lin, Hong-Zheng; Chiou, Guey-Fa – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study examined the effects of comparison and game-challenge strategies on sixth graders' learning achievement of algebra variable, learning attitude towards algebra variable learning, and meta-cognitive awareness of algebra variable learning. A 2 × 2 factorial design was used, and 86 students were invited to participate in the experimental…
Descriptors: Grade 6, Algebra, Mathematics Instruction, Comparative Analysis
Jennett, Charlene; Papadopoulou, Sofia; Himmelstein, Jesse; Vaugoux, Alexandre; Roger, Vincent; Cox, Anna L. – International Journal of Game-Based Learning, 2017
Game jams, hackathons and similar group game creation events have become increasingly popular over the past decade (Fowler et al., 2015). They provide new and exciting opportunities for education and research. They foster creative thinking and innovation (Preston et al., 2012), and strengthen project management and communication skills (Smith…
Descriptors: Case Studies, Educational Games, Student Experience, Interdisciplinary Approach
Almeida, Fernando – Cypriot Journal of Educational Sciences, 2017
The teaching of entrepreneurship is currently a fundamental pillar in the construction of social responsibility with strong impact on the future economic development of society. The use of serious games in the entrepreneurship field is a way of encouraging students' motivation to become entrepreneurs and develop their skills in the field. In this…
Descriptors: Entrepreneurship, Social Responsibility, Teaching Methods, Educational Games
Józsa, Krisztián; Barrett, Karen Caplovitz; Morgan, George A. – Electronic Journal of Research in Educational Psychology, 2017
Introduction: School readiness predicts both school and life success, so measuring it effectively is extremely important. Current school readiness tests focus on pre-academic skills; however, mastery motivation (MM: persistent, focus on trying to do a task) and executive functions (EF: planful self-control) are also crucial. Method: The purpose of…
Descriptors: Foreign Countries, Comparative Education, School Readiness, Computer Assisted Testing
Zhang, Bo; Robb, Nigel; Eyerman, Joe; Goodman, Lizbeth – International Journal of E-Learning & Distance Education, 2017
In response to the growing trend of internationalisation in education, it is important to consider approaches to help international students integrate in their new settings. One possible approach involves the use of e-Learning tools, such as virtual worlds and gamification. To maximise the potential effectiveness of such tools, it may be…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Educational Games
Campbell, Robert D. – e-Journal of Business Education and Scholarship of Teaching, 2017
A large and growing body of research supports the view that the small-group learning structure can be an effective tool to enhance student performance and encourage innovative problem solving. This paper explains in detail how the framework of the popular television reality show Survivor has been adapted to form a vehicle for a college level group…
Descriptors: Teaching Methods, Educational Games, Real Estate, Business
Sevy-Biloon, Julia – Journal of Education and Training Studies, 2017
English language students at the Universidad Nacional de Educacion (UNAE) in Ecuador tend to have various learning styles and have a hard time being motivated to not only learn, but also remember the correct form of English language being taught in the classroom. It is mandatory for these students to learn English; therefore many do not have…
Descriptors: English (Second Language), Second Language Instruction, Foreign Countries, College Students
Su, Chung-Ho – EURASIA Journal of Mathematics, Science & Technology Education, 2017
The advancement of mobile game-based learning has encouraged many related studies, which has enabled students to learn more and faster. To enhance the clinical path of cardiac catheterization learning, this paper has developed a mobile 3D-CCGBLS (3D Cardiac Catheterization Game-Based Learning System) with a learning assessment for cardiac…
Descriptors: Educational Games, Handheld Devices, Telecommunications, Technology Uses in Education
Mehrpour, Saeed; Ghayour, Maaedeh – Reading Matrix: An International Online Journal, 2017
The present study investigated the effects of educational computerized games on learning English spelling among Iranian children. In doing so, 66 young Iranian English learners with the average age of 9.5, attending the children's branch of Iran Language Institute (ILI), the most well-established state-run language teaching institute in Iran,…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Educational Games

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