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Lameras, Petros; Arnab, Sylvester; Dunwell, Ian; Stewart, Craig; Clarke, Samantha; Petridis, Panagiotis – British Journal of Educational Technology, 2017
This paper consolidates evidence and material from a range of specialist and disciplinary fields to provide an evidence-based review and synthesis on the design and use of serious games in higher education. Search terms identified 165 papers reporting conceptual and empirical evidence on how learning attributes and game mechanics may be planned,…
Descriptors: Educational Games, Instructional Design, Higher Education, Learning Processes
Engerman, Jason A.; Carr-Chellman, Alison – Educational Technology, 2017
This special issue expands our understanding of teaching and learning through video game play, with specific attention to culture. The issue gives insight into the ways educators, researchers, and developers should be discussing and designing for impactful learner-centered game-based learning experiences. The issue features forward-thinking…
Descriptors: Video Games, Cultural Context, Educational Games, Educational Technology
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Remmele, Bernd – International Journal of Game-Based Learning, 2017
The paper first outlines a differentiation of play/game-motivations that include "negative" attitudes against the play/game itself like cheating or spoilsporting. This problem is of particular importance in concern of learning games because they are not "played" for themselves--at least in the first place--but due to an…
Descriptors: Play, Educational Games, Student Motivation, Negative Attitudes
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Jackson, David – International Journal of Game-Based Learning, 2017
Story writing is a complex semantic and creative task, and the difficulty of managing it is made greater by attempting to write in collaboration with others. This complication can deter students from experimenting with collaboration before mastering their own practice in relative privacy. Such reticence is in spite of the fact that there are many…
Descriptors: Educational Games, Web Based Instruction, Creative Writing, Collaborative Writing
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Çeker, Eser; Özdaml, Fezile – European Journal of Contemporary Education, 2017
What "gamification" means and what it doesn't has been addressed and described by many researchers from a variety of different perspectives in the past. Similarities and differences of the methods between "gamification" and "games" (as well as "gamification" and "game based learning") have also…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Problem Solving
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Davenport, Carrie A.; Alber-Morgan, Sheila R.; Clancy, Shannon M.; Kranak, Michael P. – Journal of Deaf Studies and Deaf Education, 2017
This study examined the effects of a picture racetrack game on the acquisition, maintenance, and generalization of picture labeling for 2 preschool students who are deaf. The game consisted of placing photographs representing individualized target vocabulary around a racetrack board and prompting the participant to sign each photo. A multiple…
Descriptors: Deafness, Preschool Children, Vocabulary Development, Educational Games
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Vandercruysse, Sylke; ter Vrugte, Judith; de Jong, Ton; Wouters, Pieter; van Oostendorp, Herre; Verschaffel, Lieven; Elen, Jan – Educational Technology Research and Development, 2017
In this study we focus on the integration of mathematical learning content (i.e., proportional reasoning) in game-based learning environments (GBLE). More specifically, two kinds of GBLEs are set up: an extrinsically integrated GBLE and an intrinsically integrated GBLE. In the former environment, the mathematical content is not part of the core…
Descriptors: Mathematics Instruction, Educational Games, Teaching Methods, Vocational Education
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Duke, Joshua M.; Sassoon, David M. – Journal of Economic Education, 2017
The concept of negative externality is central to the teaching of environmental economics, but corrective taxes are almost always regressive. How exactly might governments return externality-correcting tax revenue to overcome regressivity and not alter marginal incentives? In addition, there is a desire to achieve a double dividend in the use of…
Descriptors: Economics Education, Educational Games, Class Activities, Taxes
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Pennington, Brittany; McComas, Jennifer J. – Journal of Applied Behavior Analysis, 2017
The Good Behavior Game (GBG), a well-researched classroom group contingency, is typically played for brief periods of time, which raises questions about the effects on subsequent contexts. This study used a multiple baseline design and showed that when the GBG was implemented in one context, behavior improved in only that context. Behavior…
Descriptors: Educational Games, Class Activities, Student Behavior, Behavior Modification
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Salgado-Jauregui, Estefanía; Martindale, Rowan C.; Ellins, Katherine; Reyes, Enrique; Weiss, Anna – Journal of Geoscience Education, 2022
Although many have suggested the use of games to motivate active learning, studies that evaluate the learning outcomes of games with high school students are scarce. Here, we present the evaluation of the board game "Taphonomy: Dead and Fossilized" as an active learning tool to teach fossilization and Earth systems thinking with rising…
Descriptors: Outcomes of Education, Educational Games, High School Students, Summer Programs
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Muntrikaeo, Kuntida; Poonpon, Kornwipa – English Language Teaching, 2022
The purposes of this study were to investigate the effects of task-based instruction using online language games in a flipped learning environment (TGF) in developing the English oral communication ability of Thai secondary students and examine the students' opinions of the task-based instruction using online language games in a flipped learning…
Descriptors: Secondary School Students, Second Language Learning, Second Language Instruction, English (Second Language)
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Mohsen, Kholoud; Abdollahi, Shahpar; Omar, Suha – Innovations in Education and Teaching International, 2019
Simulation games (SGs) offer great opportunities for students to learn and experience real-world business decisions in a risk-free learning environment. However, the impact of using SG on educational outcomes is not fully understood. Drawing on experiential learning theory, we develop a conceptual model to examine students' perceptions of the…
Descriptors: Educational Games, Simulation, Experiential Learning, Graduate Students
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Gresse von Wangenheim, Christiane; Araújo e Silva de Medeiros, Giselle; Missfeldt Filho, Raul; Petri, Giani; da Cruz Pinheiro, Fernando; Ferreira, M. Nathalie; Hauck, Jean C. R. – Informatics in Education, 2019
Teaching computational thinking in K-12 as a 21st century skill is becoming increasingly important. Computational thinking describes a specific way of reasoning building on concepts and processes derived from algorithms and programming. One way to teach these concepts is games as an effective and efficient alternative. This article presents…
Descriptors: Educational Games, Middle School Students, Middle School Mathematics, Foreign Countries
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Kapp, Felix; Spangenberger, Pia; Kruse, Linda; Narciss, Susanne – Metacognition and Learning, 2019
Self-evaluation of one's competences is considered a core factor in various domains of human functioning, including learning and instruction, as well as academic and vocational choices. Researchers from the fields of metacognition and learning, as well as motivation and learning have thus intensively investigated issues related to the…
Descriptors: Educational Games, Self Evaluation (Individuals), Technological Literacy, Self Efficacy
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Wallace, Jessica; Covassin, Tracey; Beidler, Erica – Health Education Journal, 2019
Objective: The ability of athletes in underserved communities to recognise sport-related concussion (SRC) may be complicated by the lack of a qualified professional, such as an athletic trainer, present. An active learning educational activity (Concussion Bingo) was developed to assist in SRC identification. This study examined learning outcomes…
Descriptors: Head Injuries, Brain, Athletes, Low Income Students
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