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Gloria Mittmann; Adam Barnard; Sonja Zehetmayer; Simon Wimmer; Vanessa Zehetner; Sylvia Doerfler; Kate Woodcock; Beate Schrank – International Journal of Game-Based Learning, 2024
Early adolescence is a major time for friendship development, and interpersonal emotion regulation (iER) is a vital skill for social interactions. Serious games are an exciting way to engage young people with psychoeducational content. The authors developed a serious game teaching iER strategies to early adolescents in an interdisciplinary and…
Descriptors: Foreign Countries, Middle School Students, Educational Games, Computer Games
Di Zhang; Gwo-Jen Hwang; Shih-Ting Chu – Interactive Learning Environments, 2024
When encountering difficulties in conventional educational games, learners seldom self-regulate to discover and organize the learning content in the game environment. With the development of the human-computer interaction technology, computer agents are gradually being applied to educational games to provide personalized guidance or support to…
Descriptors: Intelligent Tutoring Systems, Educational Games, Technology Uses in Education, Academic Achievement
Saloni Gupta – Society for Research on Educational Effectiveness, 2024
Innovation is the central driver of economic growth. Many growth models underscore the importance of actively directing more individuals to innovation (Romer, 1990; Jones, 2022). This goal can be achieved by providing early exposure to innovation to children, especially those from disadvantaged backgrounds (Bell et al., 2019; Akcigit et al., 2020;…
Descriptors: Foreign Countries, Innovation, Intervention, Barriers
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
User Behavior Pattern Detection in Unstructured Processes -- A Learning Management System Case Study
Codish, David; Rabin, Eyal; Ravid, Gilad – Interactive Learning Environments, 2019
Process mining methodologies are designed to uncover underlying business processes, deviations from them, and in general, usage patterns. One of the key limitations of these methodologies is that they struggle in cases in which there is no structured process, or when a process can be performed in many ways. Learning Management Systems are a…
Descriptors: Integrated Learning Systems, Case Studies, Behavior Patterns, Learning Analytics
Gray, James; Lindstrøm, Christine – Physics Teacher, 2019
Khan Academy (KA) is one of the world's most popular open educational resources (OER), with more than 57 million registered users and 15 million monthly site visits as of May 2016. It is popular with students seeking additional resources for their math studies, and gaming features (in the form of points, badges, and missions) add to its appeal. As…
Descriptors: Science Instruction, Open Educational Resources, Educational Technology, Technology Uses in Education
Goad, Tyler; Towner, Brooke; Jones, Emily; Bulger, Sean – Journal of Physical Education, Recreation & Dance, 2019
The growth of the Internet and related technologies has resulted in changes in education and society that have placed new demands on teachers. Online physical education (OLPE) presents a unique set of challenges in translating traditional face-to-face courses to a digital space. The delivery of OLPE has been met with skepticism, given the inherent…
Descriptors: Online Courses, Physical Education, Distance Education, Handheld Devices
Huang, Yong-Ming – Australasian Journal of Educational Technology, 2019
Educational computer games have been widely employed to facilitate students' learning. Studies have pointed out that these games may improve students' learning effectiveness when they are equipped with appropriate learning strategies. However, the role of learning strategies in students' acceptance of educational computer games has received…
Descriptors: Educational Games, Computer Games, Learning Strategies, Student Attitudes
Erickson, Luke; Hansen, Lyle; Chamberlin, Barbara – Journal of Extension, 2019
University of Idaho Extension educators have developed a library of 10 game-based personal finance programs, collectively known as the Northwest Youth Financial Education project, and have made these programs freely available for Extension educators to use. The purpose of this article is to share highlights from an associated train-the-trainer…
Descriptors: Game Based Learning, Extension Education, Money Management, Youth Programs
D'Aprile, Gianvito; Ligorio, Maria Beatrice; Ulloa Severino, Antonio – Technology, Knowledge and Learning, 2019
Based on behavioral science assumptions, the main purpose of this study is to validate a theoretical model of the relationship between serious game play, patient empowerment and health-related behaviors. We first hypothesized that serious games for health enhanced patients' empowerment-related education; second, we expected that gender may…
Descriptors: Educational Games, Health Education, Patient Education, Health Behavior
Lewallen, Kate – Knowledge Quest, 2019
Breakout boxes are similar to the escape rooms that have popped up all over the country in the past few years. In an escape room, you and your friends are locked in a room and given a scenario and a time limit. You must work together to solve a number of puzzles to get out of the room before time runs out. Breakout boxes center around boxes, each…
Descriptors: Teaching Methods, School Libraries, Library Materials, Inquiry
Whitton, Nicola; Langan, Mark – Teaching in Higher Education, 2019
In an increasingly neoliberal Higher Education sector, there is increased pressure on institutions to enhance learner engagement and student satisfaction. Many academics believe that students expect their university learning experiences to be enjoyable, and discourses of game-based learning reflect this, with a dominant narrative highlighting the…
Descriptors: Higher Education, Undergraduate Students, Foreign Countries, Educational Games
Tarasova, Maria V. – Journal of the National Collegiate Honors Council, 2019
Honors colleges often serve as laboratories for pedagogical innovation, where new learning strategies and technologies are created both in the sphere of honors education and in the broader context of universities. This study describes a method of "organizational activity games" (OAG) introduced in the honors college of Siberian Federal…
Descriptors: Educational Games, Game Based Learning, Individual Development, Honors Curriculum
Goi, Chai-Lee – Journal of Education for Business, 2019
The use of business simulation games plays a crucial role in teaching and learning even though it has been used for 60 years since the modern business simulation games started in 1955. Even previous studies have demonstrated the effectiveness of business simulation games used in teaching and learning; however, the major concerns that need to be…
Descriptors: Computer Games, Computer Simulation, Business Administration Education, Employment Potential
Winger, Amy – Distance Learning, 2018
What do quizzes, gamification, infographics, and videos all have in common? They can all be prepared in bite-sized chunks of information. Such forms of multimedia capitalize on presenting information in short segments of information. Furthermore, with media platforms such as Twitter, Facebook, and Instagram so heavily accessed, many people are…
Descriptors: Teaching Methods, Electronic Learning, Best Practices, Tests

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