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Mercer, Theresa G.; Kythreotis, Andrew P.; Robinson, Zoe P.; Stolte, Terje; George, Sharon M.; Haywood, Stephanie K. – International Journal of Sustainability in Higher Education, 2017
Purpose: The purpose of this paper is to discuss a novel life cycle approach to education for sustainable development (ESD) where the students become "design thinkers". Design/methodology/approach: A case study on the creation, development and utilisation of educational games by university students is presented. The paper discusses the…
Descriptors: Foreign Countries, Educational Games, Instructional Design, Play
The Impulse of Class Tutoring Activities Evaluated in the Light of Foreign Language Teaching Methods
Erdogu Yilmaz, Sule – Online Submission, 2017
Teaching Turkish as a foreign language (TTFL) has recently gained much importance in modern life. For some reason, a large number of people and students with dissimilar background come from other countries so as to start off a new life primarily in Istanbul and/or many other cities in Turkey. Many of whom need to ensure their arrival and long term…
Descriptors: Second Language Instruction, Second Language Learning, Teaching Methods, Communicative Competence (Languages)
Cheng, Meng-Tzu; Su, TzuFen; Huang, Wei-Yu; Chen, Jhih-Hao – British Journal of Educational Technology, 2014
The scientific concepts of human immunology are inherently complicated and extremely difficult to understand. Hence, this study reports on the development of an educational game entitled "Humunology" and examines the impact of using "Humunology" for learning how the body's defense system works. A total of 132 middle school…
Descriptors: Educational Games, Biology, Immunization Programs, Cognitive Processes
Thomas, Catherine – English Teaching Forum, 2014
The author defines and describes authentic materials and discusses their benefits--citing the Input Hypothesis and the Output Principle in support of such materials--as well as some challenges of using authentic materials. Five categories of authentic materials are presented, and sources for materials and ways to use them in the EFL classroom are…
Descriptors: Relevance (Education), Instructional Materials, English (Second Language), English Language Learners
Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2014
Educational video games provide an opportunity for students to interact with and explore complex representations of academic content and allow for the examination of problem-solving strategies and mistakes that can be difficult to capture in more traditional environments. However, data from such games are notoriously difficult to analyze. This…
Descriptors: Identification, Misconceptions, Scoring Rubrics, Educational Games
Kerr, Deirdre Song – ProQuest LLC, 2014
Educational video games have the potential to be used as assessments of student understanding of complex concepts. However, the interpretation of the rich stream of complex data that results from the tracking of in-game actions is so difficult that it is one of the most serious blockades to the use of educational video games or simulations to…
Descriptors: Video Games, Educational Games, Data Collection, Data Analysis
Pasnik, Shelley; Llorente, Carlin – Education Development Center, Inc., 2014
This executive summary highlights findings from a larger study that is part of an interrelated series of studies included in the Ready To Learn summative evaluation being conducted by the Education Development Center, Inc.'s (EDC's) Center for Children and Technology and SRI Education's Center for Technology in Learning (EDC/SRI). The purpose of…
Descriptors: Multimedia Instruction, Mathematics Instruction, Problem Solving, Preschool Children
Vate-U-Lan, Poonsri – International Journal of Game-Based Learning, 2015
This article reports an exploratory study which investigated attitudes towards the practice of game-based learning in teaching STEM (science, technology, engineering and mathematics) within a Thai educational context. This self-administered Internet-based survey yielded 169 responses from a snowball sampling technique. Three fifths of respondents…
Descriptors: Teaching Methods, STEM Education, Educational Games, Technology Uses in Education
World of Wordcraft: Foreign Language Grammar and Composition Taught as a Term-Long Role-Playing Game
Gellar-Goad, T. H. M. – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2015
This article outlines an innovative approach to the instruction of foreign languages: a term-long role-playing game in the style of tabletop role-playing games such as "Dungeons & Dragons." Students adopt personas, avatars, or "player characters" and take them through adventures, exploration, puzzles, and fights with…
Descriptors: Second Language Instruction, Role Playing, Educational Games, Undergraduate Study
Rasmusson, Maria; Åberg-Bengtsson, Lisbeth – Scandinavian Journal of Educational Research, 2015
Data from a Swedish PISA-sample were used (1) to identify a digital reading factor, (2) to investigate gender differences in this factor (if found), and (3) to explore how computer game playing might relate to digital reading performance and gender. The analyses were conducted with structural equation modeling techniques. In addition to an overall…
Descriptors: Foreign Countries, Reading Achievement, Student Evaluation, Educational Games
Sancar Tokmak, Hatice – Asia-Pacific Journal of Teacher Education, 2015
This qualitative case study aimed to investigate Early Childhood Education (ECE) pre-service teachers' perception of development in their technological, pedagogical, content knowledge (TPACK) after designing educational computer games for young children. Participants included 21 ECE pre-service teachers enrolled in the course Instructional…
Descriptors: Qualitative Research, Case Studies, Early Childhood Education, Preservice Teachers
Rees, Carol Ann Butler – International Journal for Leadership in Learning, 2015
The decline of young peoples' interest in science & technology education in western counties is causing concern worldwide. To help change this situation teachers need to take a leadership role in designing innovative approaches for engaging students with science curriculum in schools. Here I report on an action research study to examine…
Descriptors: Scientific Literacy, Video Games, Educational Games, Learner Engagement
Shah, Mamta; Foster, Aroutis – Journal of Technology and Teacher Education, 2015
Research focusing on the development and assessment of teacher knowledge in game-based learning is in its infancy. A mixed-methods study was undertaken to educate pre-service teachers in game-based learning using the Game Network Analysis (GaNA) framework. Fourteen pre-service teachers completed a methods course, which prepared them in game…
Descriptors: Preservice Teachers, Methods Courses, Mixed Methods Research, Student Surveys
Dondlinger, Mary Jo; McLeod, Julie K. – Interdisciplinary Journal of Problem-based Learning, 2015
The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated and authentic learning experience for students aimed at fostering complex problem solving, as well as critical and creative thinking. In the GVP, students work on simulated and real-world problems…
Descriptors: Problem Solving, Student Experience, Educational Games, Problem Based Learning
Fuller, Bruce; Lizárraga, José Ramon; Gray, James H. – Joan Ganz Cooney Center at Sesame Workshop, 2015
Latino families in America increasingly enjoy access to a dizzying array of content on a variety of electronic devices, from televisions and video games to personal computers and mobile devices. Bruce Fuller, José Ramón Lizárraga, James H. Gray raise pressing questions that face Latino families as they adopt technologies that both have the…
Descriptors: Educational Technology, Hispanic Americans, Handheld Devices, Educational Games

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