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Ibrahim, Karim – International Journal of Game-Based Learning, 2018
This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Second Language Learning
Tsai, Fu-Hsing – Journal of Educational Computing Research, 2018
This study developed a computer-simulated science inquiry environment, called the Science Detective Squad, to engage students in investigating an electricity problem that may happen in daily life. The environment combined the simulation of scientific instruments and a virtual environment, including gamified elements, such as points and a story for…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Inquiry
Bakhru, Kanupriya Misra – International Journal of Learning and Change, 2018
In the present scenario managerial skills are required in every sphere of life. With the increase in the number of management education institutes these days, quality of knowledge imparted in these institutes has become a subject of debate. Quality is vital for every customer and their requirements cannot be ignored. No sector in the economy is…
Descriptors: Educational Change, Alignment (Education), Teaching Methods, Outcomes of Education
Sung, Han-Yu; Hwang, Gwo-Jen; Wu, Po-Han; Lin, Dai-Qi – Interactive Learning Environments, 2018
Facilitating students' deep-strategy behaviors and positive learning performances of science inquiry is an important and challenging educational issue. In this study, a contextual science inquiry approach is proposed for developing a 3D experiential game to cope with this problem. To evaluate the impacts of the game on students' science learning…
Descriptors: Foreign Countries, Elementary School Students, Learning Strategies, Elementary School Science
Jong, Morris Siu-Yung; Chan, To; Hue, Ming-Tak; Tam, Vincent W. L. – Educational Technology & Society, 2018
There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance the current learning and teaching practices in school education. Leveraging the context-aware mobile technology and student-centred learning theories, we have developed a mobile application, Gamified Authentic Mobile Enquiry in…
Descriptors: Outdoor Education, Educational Games, Educational Technology, Technology Uses in Education
Baran, Medine; Maskan, Abdulkadir; Yasar, Seyma – International Journal of Instruction, 2018
The aim of the present study, in which Project and game techniques are used together, is to examine the impact of project-based learning games on students' physics achievement. Participants of the study consist of 34 9th grade students (N = 34). The data were collected using achievement tests and a questionnaire. Throughout the applications, the…
Descriptors: Physics, Active Learning, Student Projects, Science Achievement
Yang, Kai-Hsiang; Chu, Hui-Chun; Chiang, Li-Yu – Educational Technology & Society, 2018
Game-based learning (GBL) has been proven to be an attractive learning model by many studies; however, scholars have pointed out that the effectiveness of game-based learning could be limited if proper learning strategies are not incorporated. Prompting is a strategy that plays the important role of providing hints and guidance in interactive…
Descriptors: Educational Games, Grade 2, Elementary School Students, Elementary School Mathematics
Chen, Ching-Huei; Law, Victor; Chen, Wei-Yu – Interactive Learning Environments, 2018
The purpose of this study is to examine the effects of different modes of competition on science learning in a game-based learning (GBL) environment. Some key motivational constructs such as learning goals, performance goals, and perceived ability were also investigated. One hundred ninety-five students from a secondary school in Taiwan were…
Descriptors: Foreign Countries, Secondary School Students, Competition, Science Education
Uzuegbunam, Nkiruka; Wong, Wing Hang; Cheung, Sen-Ching Samson; Ruble, Lisa – IEEE Transactions on Learning Technologies, 2018
Autism spectrum disorder (ASD) is a developmental disorder that impairs the development of social and communication skills. There is evidence that children with ASD prefer images of self over others. These studies may explain the effectiveness of video self-modeling (VSM), an evidence-based ASD intervention in which one learns by watching oneself…
Descriptors: Multimedia Materials, Multimedia Instruction, Interpersonal Competence, Interpersonal Communication
Henning, Mary Beth; Johnston-Rodriguez, Sarah – Citizenship, Social and Economics Education, 2018
Acquiring financial literacy presents many unique challenges for young adults with disabilities. Although financial literacy can and should be taught throughout the lifespan, this review examines the curriculum accessible to students with high incidence disabilities who are 14-21 years old, when they are planning for transition from secondary…
Descriptors: Money Management, Knowledge Level, Literacy, Young Adults
de Freitas, Sara – International Journal of Game-Based Learning, 2013
This position paper introduces the idea of a "new learning" which brings together elements of play and game-based learning approaches into education. The paper argues for a better understanding of the division between structured and unstructured play time in how one designs and delivers learning at all levels from primary to tertiary.…
Descriptors: Play, Educational Games, Educational Practices, Educational Strategies
Šimic, G.; Jevremovic, A.; Kostic, Z.; Ðordevic, D. – Journal of Computer Assisted Learning, 2015
The case study presented in this paper describes the pedagogical aspects and collected experience in using e-learning tool named IPA-PBL. Improving assessments in the preparation for AMET's (Air Medical Evacuation and Transport) complex task of transfer of injured or sick patients from the place of accident to the hospital or between hospitals…
Descriptors: Case Studies, Teaching Methods, Educational Games, Simulation
van Dijk, Tom; Spil, Ton; van der Burg, Sanne; Wenzler, Ivo; Dalmolen, Simon – International Journal of Game-Based Learning, 2015
Serious gaming is one of the newest developments in the world of learning and is gaining increasing attention within the business environment. Although many practitioners claim that serious gaming has more impact on demonstrated behaviour of trainees when compared to common presentations, little evidence exists. In this paper, the authors present…
Descriptors: Educational Games, Video Games, Teaching Methods, Behavior
Arora, A.; Arora, A. Saxena – Decision Sciences Journal of Innovative Education, 2015
This article provides educators in business schools with a new interdisciplinary experiential lab game called Supply Chain-Marketing (SC-Mark) Shark Tank game, which can be implemented in both Supply Chain Management (SCM) and Marketing courses. The SC-Mark experiential lab game is a real-life business environment simulation that explores…
Descriptors: Business Administration Education, Experiential Learning, Educational Games, Interdisciplinary Approach
Van Nuland, Sonya E.; Roach, Victoria A.; Wilson, Timothy D.; Belliveau, Daniel J. – Anatomical Sciences Education, 2015
Competition is a key element in many educational games and is often adopted by educators in an effort to motivate and excite their students. Yet, the use of academic competition in educational institutions remains the subject of much debate. Opponents argue that academic competition causes an increase in student anxiety and divides their…
Descriptors: Anatomy, Medical Education, Competition, Undergraduate Students

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