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Mohammed Abdel Raheem, Azza Ashraf – Online Submission, 2011
The present study attempted to examine the effect of using computer edutainment on developing 2nd graders' writing skills. The study comprised thirty-second year primary stage enrolled in Bani Hamad primary governmental school, Minia governorate. The study adopted the quasi-experimental design. Thirty participants were randomly assigned to one…
Descriptors: Elementary School Students, Grade 2, Writing Skills, Skill Development
Simpson, Joseph M.; Elias, Vicky L. – Teaching Sociology, 2011
This article introduces a sociology role-playing game (RPG) used to demonstrate the broad range of social forces, institutions, and structures in a semester-long series of in-class and homework assignments. RPGs and other simulation games have been frequently suggested as a useful teaching methodology because of their unique ability to allow…
Descriptors: Sociology, Role Playing, Educational Games, Simulation
Stocchetti, Matteo, Ed. – Peter Lang Publishing Group, 2014
This book is an invitation to informed and critical participation in the current debate on the role of digital technology in education and a comprehensive introduction to the most relevant issues in this debate. After an early wave of enthusiasm about the emancipative opportunities of the digital "revolution" in education, recent…
Descriptors: Educational Technology, Technology Uses in Education, Politics of Education, Educational Change
Lieberman, Debra A.; Fisk, Maria Chesley; Biely, Erica – Computers in the Schools, 2009
Young children ages 3 to 6 play a wide range of digital games, which are now available on large screens, handheld screens, electronic learning systems, and electronic toys, and their time spent with games is growing. This article examines effects of digital games and how they could be designed to best serve children's needs. A small body of…
Descriptors: Play, Young Children, Educational Games, Video Games
Hong, J-C.; Cheng, C-L.; Hwang, M-Y.; Lee, C-K.; Chang, H-Y. – Journal of Computer Assisted Learning, 2009
In recent years, digital games have assumed an important place in the lives of children and adolescents. Effective content design is crucial to the success of digital game-based learning. Therefore, the tool for assessing the effectiveness of game design is accordingly very important for parents and teachers, so that they may encourage or…
Descriptors: Educational Games, Focus Groups, Spatial Ability, Skill Development
Roth, Wolff-Michael; Thom, Jennifer S. – Journal of the Learning Sciences, 2009
Geometry, classification, and the classification of geometrical objects are integral aspects of recent curriculum documents in mathematics education. Such curriculum documents, however, leave open how the "work" of classifying objects according to geometrical properties can be accomplished given that the knowledge of these properties is the…
Descriptors: Mathematics Education, Classification, Geometry, Geometric Concepts
Scarlatos, Lori L.; Scarlatos, Tony – Journal of Educational Technology Systems, 2009
Games are widely recognized for their potential to enhance students' learning. Yet they are only rarely used in classrooms because they cannot be modified to meet the needs of a particular class. This article describes a novel approach to creating educational software that addresses this problem: provide an interface specifically for teachers that…
Descriptors: Active Learning, Instructional Effectiveness, Educational Games, Multimedia Instruction
Hannes Kaufmann; Bernd Meyer – Themes in Science and Technology Education, 2009
We present an immersive virtual reality (VR) application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately. Students are enabled to actively build their own experiments and study them. A variety of tools are provided to analyze forces, mass, paths…
Descriptors: Physics, Science Instruction, Simulated Environment, Computer Simulation
Peer reviewedBurns, Richard; Harrell, Roger L. – Clearing House, 1971
Descriptors: Educational Games, Problem Solving
Southern Regional Education Board (SREB), 2010
This is the fourth in a series of eight newsletters highlighting best practices presented at the 2009 HSTW Staff Development Conference in Atlanta. These newsletters contain information about successful actions schools across the nation are taking to join hands-on and heads-on learning in ways that increase student motivation and achievement. This…
Descriptors: Best Practices, Effective Schools Research, Teacher Effectiveness, Elementary Education
Mathis, Jonathan D. – Journal of College Admission, 2010
This article discusses game design concepts suggested to foster engagement while considering the needs of underserved high school students preparing for the college admission process. The contextual nature of college counseling efforts in urban secondary school settings provides a backdrop for consideration of the manner in which game design and…
Descriptors: Educational Strategies, Counseling Techniques, Video Games, Experiential Learning
Annetta, Leonard A.; Cheng, Meng-Tzu; Holmes, Shawn – Research in Science & Technological Education, 2010
As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application (MEGA) for high school biology students. The quasi-experimental, qualitative design assessed the…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Secondary School Science
Dalgarno, Barney; Lee, Mark J. W. – British Journal of Educational Technology, 2010
This article explores the potential learning benefits of three-dimensional (3-D) virtual learning environments (VLEs). Drawing on published research spanning two decades, it identifies a set of unique characteristics of 3-D VLEs, which includes aspects of their representational fidelity and aspects of the learner-computer interactivity they…
Descriptors: Experiential Learning, Knowledge Representation, Virtual Classrooms, Educational Research
Tobias, Sigmund; Fletcher, J. D. – Educational Technology, 2007
Empirical research was reviewed to identify recommendations that game designers and developers could use to improve the pedagogical effectiveness of games for instruction. Findings from the research literature suggested 13 recommendations, which are discussed in this article. Distinctions between instructional games and instructional simulations…
Descriptors: Computers, Educational Games, Computer Simulation, Instructional Design
Nowosielski, Danica A. – Journal of Chemical Education, 2007
The concentration game can be used as a complete class or a portion of it to help reinforce the material being presented or for review sessions. An environmental chemistry class review is presented with the use of the concentration game.
Descriptors: Chemistry, Educational Games, Teaching Methods, Environmental Education

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