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Whisenand, Thomas G.; Dunphy, Steven M. – Journal of Information Systems Education, 2010
The authors suggest using an alternative teaching methodology to impart knowledge regarding information systems phraseology and vocabulary. Specifically, a series of crossword puzzles or scrabbles are used to present information system (IS) terminology to students in an introductory business information systems course. The puzzle terms and answers…
Descriptors: Feedback (Response), Vocabulary Development, Introductory Courses, Educational Games
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Beidatsch, Cedric; Broomhall, Susan – Journal of University Teaching and Learning Practice, 2010
Increasingly, academic teachers are exploring the learning opportunities offered by student-centred participatory classroom and web-supported exercises. Role-play and gaming activities have been highlighted as fora which provide development of a range of personal and social skill sets in students, as well as understanding of subject content. This…
Descriptors: History Instruction, Role Playing, Teaching Methods, Historiography
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Lowry, Matthew – Physics Teacher, 2008
Like many high school and college physics teachers, I have found playing vector games to be a useful way of illustrating the concepts of inertia, velocity, and acceleration. Like many, I have also had difficulty in trying to get students to understand Newton's law of universal gravitation, specifically the inverse-square law and its application to…
Descriptors: Physics, Scientific Concepts, Scientific Principles, Science Instruction
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Rakoczy, Hannes; Warneken, Felix; Tomasello, Michael – Developmental Psychology, 2008
In two studies, the authors investigated 2- and 3-year-old children's awareness of the normative structure of conventional games. In the target conditions, an experimenter showed a child how to play a simple rule game. After the child and the experimenter had played for a while, a puppet came (controlled by a 2nd experimenter), asked to join in,…
Descriptors: Puppetry, Norms, Behavior Standards, Toddlers
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Kebritchi, Mansureh; Hirumi, Atsusi – Computers & Education, 2008
This study examines the pedagogical foundations of modern educational (computer video) games. Specifically, Cooper's [Cooper, H. (1985, Mar 31-April 4). A taxonomy of literature reviews. In Paper presented at the American Educational Research Association, Chicago, IL] literature review framework was used to locate and examine relevant literature…
Descriptors: Computers, Educational Games, Literature Reviews, Educational Strategies
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Ke, Fengfeng – Educational Technology Research and Development, 2008
This article reports findings on a study of educational computer games used within various classroom situations. Employing an across-stage, mixed method model, the study examined whether educational computer games, in comparison to traditional paper-and-pencil drills, would be more effective in facilitating comprehensive math learning outcomes,…
Descriptors: Computers, Educational Games, Metacognition, Mathematics Achievement
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Bertram, Kathryn Berry – Science Scope, 2008
The National Science Foundation-funded Arctic Climate Modeling Program (ACMP) provides "curriculum resource-based professional development" materials that combine current science information with practical classroom instruction embedded with "best practice" techniques for teaching science to diverse students. The Sea Ice Board…
Descriptors: Science Instruction, Teaching Methods, Educational Games, Climate
Ito, Mizuko – MIT Press (BK), 2009
Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In "Engineering Play," Mizuko Ito…
Descriptors: Computers, Educational Technology, Play, Computer Software
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Dormann, Claire; Biddle, Robert – Simulation & Gaming, 2009
Computer games are now becoming ways to communicate, teach, and influence attitudes and behavior. In this article, we address the role of humor in computer games, especially in support of serious purposes. We begin with a review of the main theories of humor, including superiority, incongruity, and relief. These theories and their…
Descriptors: Play, Humor, Video Games, Educational Games
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Rasanen, Pekka; Salminen, Jonna; Wilson, Anna J.; Aunio, Pirjo; Dehaene, Stanislas – Cognitive Development, 2009
We present results of a computer-assisted intervention (CAI) study on number skills in kindergarten children. Children with low numeracy skill (n = 30) were randomly allocated to two treatment groups. The first group played a computer game (The Number Race) which emphasized numerical comparison and was designed to train number sense, while the…
Descriptors: Intervention, Numeracy, Computer Assisted Instruction, Educational Games
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Chin, Jeffrey; Dukes, Richard; Gamson, William – Simulation & Gaming, 2009
This article examines the state of assessment in simulation and gaming over the past 40 years. While assessment has come slowly to many disciplines, members of the simulation and gaming community have been assessing the educational effectiveness of their experiential activities for years, in part because of skepticism from more traditional…
Descriptors: Simulation, Evaluation Research, Meta Analysis, Bibliometrics
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Klabbers, Jan H. G. – Simulation & Gaming, 2009
Since its introduction in academia and professional practice during the 1950s, gaming has been linked to simulation. Although both fields have a few important characteristics in common, they are distinct in their form and underlying theories of knowledge and methodology. Nevertheless, in the literature, hybrid terms such as "gaming/simulation" and…
Descriptors: Educational Games, Figurative Language, Simulation, Definitions
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Tao, Yu-Hui; Cheng, Chieh-Jen; Sun, Szu-Yuan – Computers & Education, 2009
Previous studies have pointed out that computer games could improve students' motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational…
Descriptors: Educational Games, Computer Simulation, Learning Motivation, Interpersonal Relationship
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Zeng, Amy; Johnson, Sharon – Innovations in Education and Teaching International, 2009
Using experiential simulation games is a commonly used pedagogical method to enrich classroom discussions and to facilitate students' learning in supply chain management education at both undergraduate and graduate levels. However, existing games are inappropriate for undergraduate students that are first-time learners of the subject. In this…
Descriptors: Undergraduate Students, Business Administration Education, Discovery Learning, Simulation
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Tuffiash, Michael; Roring, Roy W.; Ericsson, K. Anders – Journal of Experimental Psychology: Applied, 2007
Applied psychologists have long been interested in examining expert performance in complex cognitive domains. In the present article, we report the results from a study of expert cognitive skill in which elements from two historically distinct research paradigms are incorporated--the individual differences tradition and the expert-performance…
Descriptors: Psychologists, Thinking Skills, Educational Games, Verbal Ability
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