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Seethamraju, Ravi – Journal of Information Systems Education, 2011
The sophistication of the integrated world of work and increased recognition of business processes as critical corporate assets require graduates to develop "process orientation" and an "integrated view" of business. Responding to these dynamic changes in business organizations, business schools are also continuing to modify…
Descriptors: Foreign Countries, Feedback (Response), Curriculum Design, Learning Strategies
Ardito, Carmelo; Lanzilotti, Rosa – International Journal of Distance Education Technologies, 2011
Distance education has experienced profound changes due to the introduction of new technologies, especially mobile devices of different types. It is necessary to define new learning techniques which are able to capture students' attention and to engage them in their learning activities, reducing problems like distraction generated by the use of…
Descriptors: Foreign Countries, Expertise, Educational Games, Distance Education
Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas – Computers & Education, 2011
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…
Descriptors: Foreign Countries, Research Design, Student Attitudes, Learning Activities
Minerick, Adrienne R. – Chemical Engineering Education, 2010
An implementation and assessment of three creative-learning mechanisms in a research-inspired split undergraduate/graduate course in Analytical Microdevice Technology is described. Microscale research is challenging to incorporate into the classroom due to the phenomena length-scales and the creating learning strategies were used to promote…
Descriptors: Cognitive Style, Elective Courses, Learning Strategies, Concept Formation
Demirbilek, Muhammet – Journal of Information Technology Education, 2010
The purpose of this research was to investigate adult educators' attitudes and perceptions of the current use of technology, mobile devices, and educational games in adult education, which is defined as any formal or informal education or training aimed at an adult population that is older than traditional university students. Learning styles and…
Descriptors: Educational Games, Technology Uses in Education, Handheld Devices, Educational Trends
McNeill, Mike; Mukherjee, Swarup; Singh, Gurmit – ICHPER-SD Journal of Research, 2010
This paper assesses the role of podcasting in a postgraduate physical education teacher education (PETE) program. Twice weekly podcasts reflecting student teachers' participation in a games education module were made available shortly after instruction. Podcasting was used to enhance the social, emotional and pedagogical dimensions of games for…
Descriptors: Feedback (Response), Physical Education, Focus Groups, Physical Education Teachers
Mallan, Kerry; Foth, Marcus; Greenaway, Ruth; Young, Greg T. – Learning, Media and Technology, 2010
Virtual world platforms such as "Second Life" have been successfully used in educational contexts to motivate and engage learners. This article reports on an exploratory workshop involving a group of high school students using "Second Life" for an urban planning project. Young people are traditionally an under-represented demographic when it comes…
Descriptors: Constructivism (Learning), Urban Planning, Workshops, Case Method (Teaching Technique)
De Grove, Frederik; Van Looy, Jan; Neys, Joyce; Jansz, Jeroen – Electronic Journal of e-Learning, 2012
The goal of this study is to gain insight into the effects of context on educational game experience. Using a quasi-experimental setup, it compares the playing and learning experiences of adolescent players of the awareness-raising game PING in a domestic (N=135) and a school (N=121) context. Results indicate that both gaming (identification,…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Poverty
Cleland, Deborah; Dray, Anne; Perez, Pascal; Cruz-Trinidad, Annabelle; Geronimo, Rollan – Simulation & Gaming, 2012
REEFGAME is a computer-assisted role-playing game that explores the interactions among management strategies, livelihood options, and ecological degradation in subsistence fishing communities. The tool has been successfully used in the Philippines and a variety of student workshops. In the field, REEFGAME operated as a two-way learning tool,…
Descriptors: Foreign Countries, Marine Biology, Marine Education, Sustainable Development
Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
Teoh, Jase – Journal of Educational Technology Systems, 2012
An in-depth qualitative study with nine secondary pre-service teachers from an undergraduate "Language and Literacy" class was conducted to examine the potential of simulation using Second Life (SL) in teacher education. Games and simulations were operationally defined in the broadest sense to distinguish key characteristics between…
Descriptors: Computer Uses in Education, Computer Simulation, Simulated Environment, Role Playing
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2021
These proceedings contain the papers of the 18th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2021), held virtually, due to an exceptional situation caused by the COVID-19 pandemic, from October 13-15, 2021, and organized by the International Association for Development of the Information Society…
Descriptors: Computer Simulation, Open Educational Resources, Telecommunications, Handheld Devices
Clarkson, Philip C. – Australian Mathematics Teacher, 2008
Doing mathematics, and thinking about how you are doing it at the same time, are not the easiest things to do. It is even more difficult if students are not aware that they should be attempting both processes at the same time. They are likely to concentrate on the immediate task of "doing" the mathematics, rather than trying to access the deeper…
Descriptors: Mathematics Instruction, Educational Games, Thinking Skills, Cognitive Processes
Wanko, Jeffrey J. – Mathematics Teacher, 2009
An understanding of proof does not start in a high school geometry course. Rather, attention to logical reasoning throughout a student's school experience can help the development of proof readiness. In the spirit of problem solving, the author has begun to use some Japanese logic puzzles other than sudoku to help students develop additional…
Descriptors: Puzzles, Educational Games, Grade 5, Educational Experience
Bergstrom, Theodore C. – Journal of Economic Education, 2009
The author describes techniques that he uses to interactively teach economics principles. He describes an experiment on market entry and gives examples of applications of classroom clickers. Clicker applications include (a) collecting data about student preferences that can be used to construct demand curves and supply curves, (b) checking…
Descriptors: Economics Education, Microeconomics, Introductory Courses, Technology Uses in Education

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