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Alden, Lori – Social Studies, 2005
In this article, the author introduces Birka, a strategic trading game for high school economics students in either regular or advanced placement classes. For the game, students assume the role of Vikings who have returned to the medieval outpost of Birka to trade the loot from villages they have plundered. Playing cards represent the loot:…
Descriptors: Advanced Placement, Economics Education, Educational Games, Teaching Methods
Hansson, Thomas – Computer Assisted Language Learning, 2005
A pilot study at a local school explores a virtual world during English lessons. The objective of applying a Vygotskian experimental design to the study is to investigate the potential of software, interaction and integration related to problem-solving defined as text composition in a foreign language. Focus of research and practices is on the…
Descriptors: Interaction, Second Language Instruction, Integrated Activities, Video Games
Peer reviewedWinston, Fletcher – Teaching Sociology, 2003
Focuses on a simulation game to express the power and legitimacy of the teacher authority as a motivator of human behavior in facilitating student learning. States the instructor in this game is an active participant. Concludes the game achieves teacher-student understanding of how authority figures influence others behavior. (KDR)
Descriptors: Educational Games, Educational Strategies, Higher Education, Human Relations
Barab, Sasha; Thomas, Michael; Dodge, Tyler; Carteaux, Robert; Tuzun, Hakan – Educational Technology Research and Development, 2005
This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9-12, in educational tasks. QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. It allows users at participating…
Descriptors: Virtual Classrooms, Elementary School Students, Educational Games, Socialization
Pange, Jenny – Information Technology in Childhood Education Annual, 2003
This study considers the teaching of probabilities and statistics to a group of preschool children using traditional classroom activities and Internet games. It was clear from this study that children can show a high level of understanding of probabilities and statistics, and demonstrate high performance in probability games. The use of Internet…
Descriptors: Learning Activities, Preschool Children, Statistics, Probability
Tumosa, Nina; Morley, John E. – Gerontology & Geriatrics Education, 2006
In gerontology and geriatrics, learning often requires both the acquisition of new facts and a change in attitude towards elderly persons. Games, in addition to stimulating a desire to learn, are powerful instruments to change attitudes. This paper introduces games currently being used by the Gateway Geriatric Education Center to teach…
Descriptors: Geriatrics, Exercise Physiology, Educational Gerontology, Games
Scanlon, Margaret; Buckingham, David; Burn, Andrew – Technology, Pedagogy and Education, 2005
It is often claimed that computers have the potential to engage and motivate children in ways that conventional classroom teaching does not. Children are assumed to have a natural aptitude and enthusiasm for computers; and the Internet is seen to make learning automatically more interesting and exciting. Over the last few years educational…
Descriptors: Internet, Mathematics Instruction, Teaching Methods, Computer Uses in Education
Kliman, Marlene – School Community Journal, 2006
This study investigated the potential of an approach to involving families in regular integration of math into home life, addressing the following: When families are given math-related games unconnected with children's school, does what parents believe impact the extent to which their families play the games, and how do parents describe their…
Descriptors: Homework, Play, Educational Games, Mathematics Education
Pauli, Kevin P.; May, Douglas R.; Gilson, Richard L. – Journal of Educational Computing Research, 2003
Changing technology creates a need for additional computer-related training. A quasi-experimental study tested a theoretical framework that maintained that a playful pre-training software intervention and an individual difference, microcomputer playfulness (MCP), would combine to influence computer-related performance. Results demonstrated that…
Descriptors: Intervention, Educational Technology, Individual Differences, Quasiexperimental Design
Dormann, Claire; Biddle, Robert – Learning, Media & Technology, 2006
This paper focuses on the benefits and utilisation of humour in digital game-based learning. Through the activity theory framework, we emphasise the role of humour as a mediating tool which helps resolve contradictions within the activity system from conjoining educational objectives within the computer game. We then discuss the role of humour…
Descriptors: Computer Uses in Education, Humor, Teaching Methods, Computers
Pelletier, Caroline; Oliver, Martin – Learning, Media & Technology, 2006
There is growing interest in the use of games for educational purposes, particularly with regard to teaching curriculum subjects. Much of the research, however, has focused either on the content of games or the learning theory they illustrate. This paper presents a methodology that allows for an examination of how players learn to play. The focus…
Descriptors: Teaching Methods, Research Methodology, Learning Theories, Play
Torbert, Marianne – Young Children, 2005
Well-designed, active group games are more than just fun. They can help young children develop essential life skills that impact their development and contribute to school readiness. This article discusses how playing developmentally appropriate games allows children to build listening skills as well as social and cooperative skills, gain enough…
Descriptors: Mathematics Skills, School Readiness, Listening Skills, Emergent Literacy
Felini, Damiano – Online Submission, 2008
Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…
Descriptors: Video Games, Teaching Methods, Popular Culture, Media Literacy
Rimbey, Kimberly – Actuarial Foundation, 2008
Created by teachers for teachers, the Math Academy tools and activities included in this booklet were designed to create hands-on activities and a fun learning environment for the teaching of mathematics to the students. This booklet contains the "Math Academy--Play Ball! Explorations in Data Analysis & Statistics," which teachers can use to…
Descriptors: Statistical Analysis, Middle School Students, Elementary School Students, Athletics
Ebner, Martin; Holzinger, Andreas – Computers & Education, 2007
Goal: The use of an online game for learning in higher education aims to make complex theoretical knowledge more approachable. Permanent repetition will lead to a more in-depth learning. Objective: To gain insight into whether and to what extent, online games have the potential to contribute to student learning in higher education. Experimental…
Descriptors: Higher Education, Teaching Methods, Control Groups, Civil Engineering

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