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Hung, Cheng-Yu; Kuo, Fang-O.; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – IEEE Transactions on Learning Technologies, 2014
This study, based on Taiwanese geographical concepts, develops a multi-touch interactive jigsaw puzzle (MIJP) to assist primary school students in solving geographical puzzles. The MIJP, which has multi-touch operating characteristics and provides two kinds of scaffolding tools, each with a different level of difficulty, can assist students in…
Descriptors: Foreign Countries, Teaching Methods, Educational Games, Educational Technology
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Van der Stege, Heleen A.; Hilberink, Sander R.; Visser, Adriaan P.; Van Staa, AnneLoes – Sex Education: Sexuality, Society and Learning, 2014
The objective of this study was to identify determinants of professionals' intention to use the new board game SeCZ TaLK to facilitate sexual health discussions with young people with chronic health conditions and disabilities, and to gauge whether intention led to actual use. A cross-sectional web-based survey of 336 professionals before they…
Descriptors: Sex Education, Chronic Illness, Disabilities, Intention
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Rauh, Jonathan – Journal of Political Science Education, 2014
Active learning, including in-class debates, is used in social science classrooms as a means of improving meaning and increasing understanding of complex materials. However, in-class debates do not fully satisfy all aspects of experiential learning because students do not get to experience the results of multifaceted concepts, such as strategic…
Descriptors: Discussion (Teaching Technique), Class Activities, Educational Experiments, Active Learning
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Chang, Maiga, Ed.; Popescu, Elvira, Ed.; Kinshuk, Ed.; Chen, Nian-Shing, Ed.; Jemni, Mohamed, Ed.; Huang, Ronghuai, Ed.; Spector, J. Michael, Ed.; Sampson, Demetrios G., Ed. – Lecture Notes in Educational Technology, 2019
This book focuses on the interplay between pedagogy and technology, and their fusion for the advancement of smart learning environments. It discusses various components of this interplay, including learning and assessment paradigms, social factors and policies, emerging technologies, innovative application of mature technologies, transformation of…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Second Language Learning
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Tan, Wee Hoe; Neill, Sean; Johnston-Wilder, Sue – International Journal of Game-Based Learning, 2012
This paper compares the results of two surveys conducted between July 2009 and January 2010 with 45 subject matter experts (SMEs) and 41 game experts in the UK. The surveys examine the attitudes and attitude differences of the participants towards teachers who use games in the classroom and studios that produced educational games. The findings…
Descriptors: Surveys, Specialists, Foreign Countries, Comparative Analysis
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Ibrahim, Amer; Vela, Francisco Luis Gutiérrez; Rodríguez, Patricia Paderewski; Sánchez, José Luís González; Zea, Natalia Padilla – International Journal of Game-Based Learning, 2012
Learning through play is currently an effective and attractive educational strategy. However, are all educational video games (EVG) successful and do they always keep the player motivated? Here, the authors emphasize that the success of an EVG will be more achievable if the game quality is measured, and suggest the use of playability property as a…
Descriptors: Educational Games, Video Games, Guidelines, Play
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Vanags, Thea; George, Amanda M.; Grace, Diana M.; Brown, Patricia M. – Teaching of Psychology, 2012
Brain Bingo is a tutorial activity for helping undergraduate psychology students learn complex physiological terms. In two experiments, the authors tested pretest and posttest knowledge, and in Experiment 2, the authors tested retention after 5 weeks. In Experiment 1 (n = 41), the experimental group (Brain Bingo) recalled more terms than the…
Descriptors: Foreign Countries, Undergraduate Students, Introductory Courses, Psychology
Kerr, Deirdre; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
Though video games are commonly considered to hold great potential as learning environments, their effectiveness as a teaching tool has yet to be determined. One reason for this is that researchers often run into the problem of multicollinearity between prior knowledge, in-game performance, and posttest scores, thereby making the determination of…
Descriptors: Prior Learning, Video Games, Educational Games, Pretests Posttests
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Buchanan, Kym; Elzen, Angela M. Vanden – Education Libraries, 2012
We believe video games have a place in libraries. We start by describing two provocative video games. Next, we offer a framework for the general mission of libraries, including access, motivation, and guidance. As a medium, video games have some distinguishing traits: they are visual, interactive, and based on simulations. We explain how these…
Descriptors: Libraries, Library Services, Video Games, Librarians
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Milne, Catherine – Cultural Studies of Science Education, 2012
In this issue, I draw together two sets of papers, with apparently different agendas. Most of the original papers in this issue use various learning perspectives and research approaches to explore the challenges and affordances of digital games for learning science. Associated forum papers challenge the authors and us to critically examine our own…
Descriptors: Educational Games, Research Methodology, Play, Global Approach
Bilal Khaleel Younis – ProQuest LLC, 2012
The purpose of this study was to investigate the factors that might predict Palestinian teachers' success in modding games for instruction. An instructional game design model named Game Modding for Non-Professionals (GMNP) was created specifically for the training of Palestinian teachers during this study. This study addressed the question: To…
Descriptors: Foreign Countries, Instructional Design, Educational Games, Teacher Education
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de Byl, Penny – International Journal of Game-Based Learning, 2013
The compulsion to include games and game related mechanism in education is great among educators who want to engage and motivate today's students and the latest buzzword in this domain is gamification. However, without a thorough understanding of what a gamified curriculum looks like, how it can best be applied and why it might engross students,…
Descriptors: Educational Games, Higher Education, Technology Uses in Education, Student Attitudes
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Riches, Nick G. – Child Language Teaching and Therapy, 2013
This study taught the passive to two children with specific language impairment (aged 8;1 and 8;2). It employed usage-based principles including "constructional grounding"; using short structures as the basis for acquiring long structures, and "construction conspiracy"; encouraging analogies between partially overlapping…
Descriptors: Children, Language Impairments, Language Skills, Intervention
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Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu – IEEE Transactions on Education, 2013
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Descriptors: Cooperative Learning, Learning Motivation, Computer Games, Educational Technology
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Ardito, Carmelo; Lanzilotti, Rosa; Costabile, Maria F.; Desolda, Giuseppe – Educational Technology & Society, 2013
Current information and communication technology (ICT) has the potential to bring further changes to education. New learning techniques must be identified to take advantage of recent technological tools, such as smartphones, multimodal interfaces, multi-touch displays, etc. Game-based techniques that capitalize on ICT have proven to be very…
Descriptors: Foreign Countries, Elementary School Students, Educational Technology, Technology Integration
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