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Blanton, Eric Glenn – ProQuest LLC, 2017
The integration of technology within the lives of all people has continued to expand and also impacts the education systems around the world. The purpose of this study was to study how real-time data impacted the educational achievement of students in a senior level economics class who participated in game-based learning through the Marketwatch…
Descriptors: High School Students, Learner Engagement, Comprehension, Educational Games
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Oltman, Julie; Hammond, Thomas C. – AERA Online Paper Repository, 2017
This mixed-methods study explored the use of an augmented reality, location-based, iPad game to enhance the learning experience of young elementary history students. Utilizing the ARIS platform and a design-based research approach, researchers and teachers built a customized game experience that was inserted into a school's traditional second…
Descriptors: Game Based Learning, History Instruction, Computer Simulation, Elementary School Students
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Lee, Yu-Hao – International Journal of Game-Based Learning, 2013
Based on theories from problem-based learning, this study content analyzed how educational messages are communicated to players in 108 web-based educational games. An argument of digital game based learning was also examined. Specifically the argument that good games will engage players with problems to solve, include more learning features to…
Descriptors: Environmental Education, Educational Games, Content Analysis, Educational Principles
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Scarlet, Janina; Ampolos, Lauren – Psychology Learning and Teaching, 2013
This article reviews several approaches used to teach psychopharmacology for graduate clinical psychology students. In order to promote engagement and increase student interest, students were broken up into groups and were asked to demonstrate their understanding of the material through a variety of interactive games (i.e., game-based learning, or…
Descriptors: Teaching Methods, Educational Games, Pharmacology, Student Surveys
Lara, Miguel Angel – ProQuest LLC, 2013
Extant research indicates that, in face-to-face settings, cooperative learning and game-based learning strategies can be effective. However, in online settings (e.g., in distance education), there is a paucity of research in this area. This study was designed to investigate performance and attitudes of university students who played an educational…
Descriptors: Personality Traits, Performance, Computer Games, Electronic Learning
Lee, Yu-Hao – ProQuest LLC, 2013
Educational digital games are often complex problem-solving experiences that can facilitate systematic comprehension. However, empirical studies of digital game based learning (DGBL) have found mixed results regarding DGBL's effect in improving comprehension. While learners generally enjoyed the DGBL learning experience, they often failed to…
Descriptors: Short Term Memory, Expertise, Scaffolding (Teaching Technique), Attention
Hoge, Brad – International Association for Development of the Information Society, 2013
Game-Based Learning (GBL) is a promising and engaging tool for STEM (Science, Technology, Engineering, and Mathematics) learning. How GBL promotes content learning and mastery is unknown, however. For GBL to be more than an engaging tool for delivery of basic knowledge, it must be designed to achieve the goals of Project-Based Learning (PBL). PBL…
Descriptors: Educational Games, Active Learning, Inquiry, Student Projects
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Revelle, Glenda – New Directions for Child and Adolescent Development, 2013
The field of developmental psychology has produced abundant theory and research about the physical, cognitive, social, and emotional development of children; however, to date there has been limited use of this wealth of knowledge by developers creating games for children. This chapter provides an overview of key theoretical observations and…
Descriptors: Educational Games, Emotional Development, Developmental Psychology, Cognitive Development
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Nurhaniyah, Binti; Soetjipto, Budi Eko; Hanurawan, Fattah – Journal of Education and Practice, 2015
The aims of this classroom action research are to describe: (1) the implementation of cooperative learning model "find someone who and flashcard game" to boost students' motivation to learn social studies for the fifth grade students; (2) the response of the fifth grade students at SDN Klanderan, Kediri, East Java on the implementation…
Descriptors: Cooperative Learning, Grade 5, Elementary School Students, Academic Persistence
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Hussein, Bassam A. – Education Sciences, 2015
The paper demonstrates and evaluates the effectiveness of a blended learning approach to create a meaningful learning environment. We use the term blended learning approach in this paper to refer to the use of multiple or hybrid instructional methods that emphasize the role of learners as contributors to the learning process rather than recipients…
Descriptors: Blended Learning, Teaching Methods, Technology Uses in Education, Educational Games
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Schaal, Sonja; Schaal, Steffen; Lude, Armin – International Journal for Transformative Research, 2015
The valuing of biodiversity is considered to be a first step towards its conservation. Therefore, the aim of the BioDiv2Go project is to combine sensuous experiences discovering biodiversity with mobile technology and a game-based learning approach. Following the competence model for environmental education (Roczen et al, 2014), Geogames (location…
Descriptors: Educational Games, Video Games, Educational Technology, Technology Uses in Education
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Stieler-Hunt, Colleen; Jones, Christian M. – Research in Learning Technology, 2015
This study used qualitative methods to explore why some educators embrace the use of digital game-play (DGP) in the classroom. The results indicated that these teachers had a very strong belief that DGP could be beneficial for learning which stemmed from experiencing their own form of subjective success with using DGP in the classroom, availing…
Descriptors: Qualitative Research, Teaching Methods, Electronic Learning, Technology Uses in Education
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Admiraal, Wilfried – Educational Technology & Society, 2015
Although adolescents are currently the most frequent users of the Internet, many youngsters still have difficulties with a critical, reflective, and responsible use of the Internet. A study was carried out on teaching with a digital role-play game to increase students' reflective Internet skills. In this game, students had to promote a fictional…
Descriptors: Role Playing, Pretests Posttests, Reflection, Internet
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Moylan, Gina; Burgess, Ann W.; Figley, Charles; Bernstein, Michael – International Journal of Distance Education Technologies, 2015
Though there is considerable research to support using Game-Based Learning (GBL) in higher education, its implementation is lagging behind K-12 education by an order of magnitude. By considering the current state of GBL from leadership, primary consumer, academic and technical perspectives, the authors frame the main issues involved with…
Descriptors: Teaching Methods, Higher Education, Educational Games, Online Courses
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Karadag, Ruhan – Educational Sciences: Theory and Practice, 2015
The aim of this study was to explore pre-service teachers' perceptions on the use of game-based learning in a Primary Reading and Writing Instruction Course. A mixed method research was used in the study. Participants were composed of a total of 189 pre-service teachers taking the Primary Reading and Writing Instruction course during the fall term…
Descriptors: Foreign Countries, Preservice Teachers, Teacher Attitudes, Educational Games
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