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Gray, David M. – International Journal of Learning and Change, 2011
Capstone courses can create a space for students and educators to act as co-producers of desired learning outcomes which are directly relevant to the world of work. This study uses an auto-ethnographic case study approach to demonstrate how a mixed model learning approach evolved in a capstone marketing strategy unit in a marketing major at an…
Descriptors: Foreign Countries, Courses, Ethnography, Case Studies
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Barendregt, Wolmet; Bekker, Tilde M. – Computers & Education, 2011
Employing a mixed-method explorative approach, this study examined the in situ use of and opinions about an educational computer game for learning English introduced in three schools offering different levels of freedom to choose school activities. The results indicated that the general behaviour of the children with the game was very different…
Descriptors: Class Activities, Learning Activities, Educational Games, Opinions
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del Blanco, Angel; Torrente, Javier; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar – International Journal of Distance Education Technologies, 2010
The increasing adoption of e-Learning technology is facing new challenges, such as how to produce student-centered systems that can be adapted to each student's needs. In this context, educational video games are proposed as an ideal medium to facilitate adaptation and tracking of students' performance for assessment purposes, but integrating the…
Descriptors: Foreign Countries, Electronic Learning, Intelligent Tutoring Systems, Educational Games
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Siyahhan, Sinem; Barab, Sasha A.; Downton, Michael P. – International Journal of Computer-Supported Collaborative Learning, 2010
We implemented a five-week family program called "Family Quest" where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local after-school club for 90-minute sessions. We used activity theory as a conceptual and an analytical framework to study the nature of intergenerational play, the…
Descriptors: Play, Intergenerational Programs, Family Programs, Parent Child Relationship
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Ncube, Lisa B. – Simulation & Gaming, 2010
This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean…
Descriptors: Experiential Learning, Cooperative Learning, Learning Processes, Teaching Methods
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Shih, Ju-Ling; Shih, Bai-Jiun; Shih, Chun-Chao; Su, Hui-Yu; Chuang, Chien-Wen – Computers & Education, 2010
Since a large variety of digital games have been used in many fields for educational purposes, their real functions in learning have caught much attention as well. This study first defines learning characteristics of problem-solving digital games and their corresponding cognitive levels, then designs and develops a problem-solving game in…
Descriptors: Learning Strategies, Cooperative Learning, Problem Solving, Elementary School Students
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Bellotti, Francesco; Berta, Riccardo; De Gloria, Alessandro; Primavera, Ludovica – British Journal of Educational Technology, 2010
Serious virtual worlds (SVWs) represent a great opportunity for learning and should embed a lot of high-quality contextualised information so that the player can take the most from his or her exploration of the environment. This requires defining new methodologies and tools for effective production. We have investigated this issue in implementing…
Descriptors: Foreign Countries, Cultural Background, Educational Games, Learning Theories
Canadian Council on Learning, 2009
In 2001, the Canadian Education Association concluded that "technology has become an accepted fact of life and education." Nearly a decade later, digital technologies continue to evolve rapidly and video games are no exception. While the popularity of video games among children is undeniable, the debate about the risks and benefits of…
Descriptors: Video Games, Educational Games, Educational Philosophy, Influence of Technology
D'Ettorre, Jenna – Online Submission, 2009
The purpose of this paper is to share the results of a six-week research project (after baseline data was collected) that focused on three different strategies (flashcards, interactive games, and music) and their effectiveness in helping fifth grade students memorize the basic multiplication facts. Many teachers face a serious problem when their…
Descriptors: Mathematics Instruction, Grade 5, Middle School Students, Multiplication
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Sindre, G.; Natvig, L.; Jahre, M. – IEEE Transactions on Education, 2009
The question/answer-based computer game "Age of Computers" was introduced to replace traditional weekly paper exercises in a course in computer fundamentals in 2003. Questionnaire evaluations and observation of student behavior have indicated that the students found the game more motivating than paper exercises and that a majority of the…
Descriptors: Foreign Countries, Educational Games, Computers, Games
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Salemi, Michael K. – Journal of Economic Education, 2009
One of the most important challenges facing college instructors of economics is helping students engage. Engagement is particularly important in a large-enrollment Principles of Economics course, where it can help students achieve a long-lived understanding of how economists use basic economic ideas to look at the world. The author reports how…
Descriptors: Economics Education, Technology Uses in Education, Feedback (Response), Learner Engagement
Sardone, Nancy B.; Devlin-Scherer, Roberta – Issues in Teacher Education, 2009
The objective of this research study was to explore teacher candidate views toward digital learning games using an immersive strategy. Specifically, we were interested in finding out what game use in classroom settings taught candidates about the role of teacher as facilitator of instruction. The procedures first focused teacher candidate…
Descriptors: Student Teacher Attitudes, Educational Games, Video Games, Teacher Education Programs
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Moreno-Ger, Pablo; Burgos, Daniel; Torrente, Javier – Simulation & Gaming, 2009
The notion of using games in education is as old as games themselves. In addition, the massive market opened by the digital games industry has caused great interest regarding their specific potential in education. However, this interest is sometimes thwarted by the resistance of traditional educational settings toward technology-enhanced learning…
Descriptors: Educational Games, Electronic Learning, Video Games, Educational Technology
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Williams, Alexandria; Rouse, Kenneth; Seals, Cheryl; Gilbert, Juan – International Journal on E-Learning, 2009
Reading literacy has been a major problem for American students for the past several years. Educators have struggled to find a solution to this problem that will help students while at the same time maintain their interest in the subject matter. Educational video games and other e-learning technologies have made their way into classrooms and homes…
Descriptors: Reading Comprehension, Science Projects, Video Games, Outreach Programs
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Croucher, John S. – Australian Senior Mathematics Journal, 2007
This article describes how a crystal ball known as "The Flash Mind Reader" is played. "The Flash Mind Reader" is a mathematics game in which the player is invited to select any-two digit number and then subtract the sum of these two digits from the original number. A chart is provided in which the (adjusted) number they…
Descriptors: Educational Games, Mathematics Instruction, Arithmetic, Creative Teaching
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