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Juanita Blackton; Alla McCaughey – English Teaching Forum, 2024
As the demand for opportunities to learn English grows throughout the world, parents and educators are looking for innovative ways to engage students in English-learning opportunities. Perhaps your school or municipality will seek to initiate an English Camp to be on trend with this growing need. Or perhaps, like many go-getter teachers, you wish…
Descriptors: English (Second Language), Second Language Instruction, Camps, Open Educational Resources
Oliver J. Mason; Siobhan Collman; Stella Kazamia; Ioana Boureanu – Journal of Cybersecurity Education, Research and Practice, 2024
This pilot study aims to assess the acceptability of Open University's training platform called Gamified Intelligent Cyber Aptitude and Skills Training course (GICAST), as a means of improving cybersecurity knowledge, attitudes, and behaviours in undergraduate students using both quantitative and qualitative methods. A mixed-methods, pre-post…
Descriptors: Career Readiness, Computer Science, Computer Security, Gamification
Choi, Gi Woong; Pursel, Barton K.; Stubbs, Chris – TechTrends: Linking Research and Practice to Improve Learning, 2017
Interest towards implementing educational gaming into courses within higher education continues to increase, but it requires extensive amounts of resources to create individual games for each course. This paper is a description of a university's effort to create a custom educational game engine to streamline the game development process within the…
Descriptors: Educational Games, Higher Education, Case Studies, Program Implementation
Melo, Angelica Ferreira; Felicio, Cinthia Maria; Ferreira, Julio Cesar; Noll, Matias – International Journal of Teaching and Learning in Higher Education, 2020
During the university term, in addition to graduation, some Brazilian science undergraduate students have the opportunity to join Scientific Initiation Programs (SI). Students are expected to be able to develop scientific writing skills. Based on these goals, this descriptive study aimed to investigate the efficacy of practical activities for SI…
Descriptors: Journal Articles, Undergraduate Students, Females, Foreign Countries
Marnin-Distelfeld, Shahar – Journal of Education, 2020
This article deals with the card game "We Were Once" featuring the history of Kiryat Tivon. The game's components embody values expected to promote a sense of significance toward history among its young players. It consists of archival photos divided into 10 quartets: founders, mayors, beginnings, significant women, public buildings,…
Descriptors: History Instruction, Foreign Countries, Visual Literacy, Game Based Learning
Williams, Mary L.; Camel, Simone; Ocker, Liette B.; Zinn, Kelly; Grahovec, Nicholas E.; Frazier, Heather – Athletic Training Education Journal, 2020
Context: The focus of learning and working with professions outside of one's own is the essence of interprofessional education (IPE). Interprofessional education satisfies accreditation standards and is a high-impact teaching practice. Interprofessional education is often studied in nursing, medicine, and pharmacy; however, it has rarely been…
Descriptors: Student Attitudes, Educational Games, Simulation, Interprofessional Relationship
Dubreil, Sébastien – Foreign Language Annals, 2020
Since the COVID-19 pandemic has led to nation-wide school closures, the transition to remote teaching has caused profound disruption to classroom instruction. In this article, I share the impact that this forced transition has had on the redesign of the second half of a French course entitled "Gaming culture and culture of games," to…
Descriptors: Educational Games, Second Language Learning, French, School Closing
Glover, Kevin R.; Bodzin, Alec – Career and Technical Education Research, 2020
A Value-Achievement-Cost (VAC) Survey was psychometrically tested to continue to establish its predictive utility for future research with 12th grade female Career and Technical Education (CTE) health science classroom cohorts of less than 50 students. In this study, a 10-construct, 46-item VAC Survey was administered to 31 college-bound 12th…
Descriptors: Test Validity, Student Motivation, Grade 12, Student Surveys
Plump, Carolyn M.; Meisel, Steven I. – Management Teaching Review, 2020
A constant challenge for faculty is to gain and to hold student interest so that substantive learning can occur. One way to achieve this is through the use of games. This article describes an escape room activity for the classroom that is modeled after commercial escape rooms. This fun, single-session team dynamics exercise can be used in an…
Descriptors: Game Based Learning, Learner Engagement, Retention (Psychology), College Students
Cardozo, Lais Tono; Castro, Amicio Pina; Guimarães, Alexsandro Ferreira; Gutierrez, Lucila Ludmila Paula; Montrezor, Luís Henrique; Marcondes, Fernanda Klein – Advances in Physiology Education, 2020
This work describes the educational game "Integrating Synapse, Muscle Contraction, and Autonomic Nervous System," which was developed to assist students in understanding and integrating concepts related to the physiology of synapses, muscle contraction, and the autonomic nervous system. Analysis was made of the effect of the game on…
Descriptors: Physiology, Neurological Organization, Human Body, Dentistry
Zainuddin, Zamzami; Perera, Corinne Jacqueline; Haruna, Hussein; Habiburrahim, Habiburrahim – Information and Learning Sciences, 2020
Purpose: The purpose of this study is twofold. Firstly, this research aims at helping countries implement an equitable, innovative and context-appropriate stay-home game plan for the millions of disadvantaged and under-privileged students severely affected by the forfeiture of school closures; and secondly, this study proclaims that the burgeoning…
Descriptors: School Closing, COVID-19, Pandemics, Gamification
Slater, Stefan; Baker, Ryan S.; Wang, Yeyu – International Educational Data Mining Society, 2020
Feature engineering, the construction of contextual and relevant features from system log data, is a crucial component of developing robust and interpretable models in educational data mining contexts. The practice of feature engineering depends on domain experts and system developers working in tandem in order to creatively identify actions and…
Descriptors: Data Analysis, Engineering, Classification, Models
Huiqing Hu – ProQuest LLC, 2020
College students often view statistics as challenging and unpleasant to learn (Ben-Zvi et al., 2017). Digital games designed for educational purposes have been found to be effective for promoting statistics learning and motivation to learn statistics (e.g. Boyle et al., 2014). However, research is currently lacking on the best practices for…
Descriptors: Computer Games, Statistics, Self Efficacy, Context Effect
Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T. – Education and Information Technologies, 2018
A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Design
Merilampi, Sari; Koivisto, Antti; Sirkka, Andrew – British Journal of Educational Technology, 2018
This paper presents the Design for Somebody (DfS) philosophy targeted to iterative, user-oriented development of solutions for special user groups. In this article, the DfS is discussed using a game development context. The paper gives concrete examples how the DfS can be used in developing motivating serious games. The paper presents three games…
Descriptors: Instructional Design, Educational Games, Learning Experience, Users (Information)

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