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Florian Schimanke; Robert Mertens; Oliver Vornberger – Interactive Technology and Smart Education, 2014
Purpose: The purposes of this paper are to implement a spaced repetition algorithm into a learning game, analyze the pros and cons of this implementation and make different considerations about designing the game to make the algorithm work in an optimal way. While games offer a promising way of engaging and motivating learners to deal with a…
Descriptors: Repetition, Educational Games, Video Games, Handheld Devices
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Al-Tarawneh, Mohammad Hasan – Journal of Education and Practice, 2016
This study aimed at investigating the effectiveness of educational games on scientific concepts acquisition by the first grade students. The sample of the study consisted of (53) male and female students distributed into two groups: experimental group (n = 26) which taught by educational games, and control group (n = 27) which taught by…
Descriptors: Scientific Concepts, Educational Games, Grade 1, Experimental Groups
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Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami – Interactive Technology and Smart Education, 2016
Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…
Descriptors: Simulated Environment, Educational Games, Emergency Programs, Computer Simulation
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Harvey, Stephen; Smith, Megan L.; Song, Yang; Robertson, David; Brown, Renee; Smith, Lindsey R. – Journal of Teaching in Physical Education, 2016
The Tactical Games Model (TGM) prefaces the cognitive components of physical education (PE), which has implications for physical activity (PA) accumulation. PA recommendations suggest students reach 50% moderate-vigorous physical activity (MVPA). However, this criterion does not indicate the contribution from vigorous physical activity (VPA).…
Descriptors: Physical Education, Teaching Methods, Educational Games, Physical Activities
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Mariani, Ilaria; Gandolfi, Enrico – International Journal of Game-Based Learning, 2016
This study shows the results gathered from 141 subjects playing the persuasive urban game "A Hostile World" via a post-game-experience quantitative questionnaire. The aim is to problematize and deepen the role of negative emotions (e.g., frustration, rage)--explicitly fostered by "A Hostile World" to increase empathy toward…
Descriptors: Case Studies, Social Change, Questionnaires, Affective Behavior
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Zarzycka-Piskorz, Ewa – Teaching English with Technology, 2016
Gamification is not a very new concept. It is the use of game elements and game design techniques in a non-game context. It is used in various contexts for various purposes. There is strong evidence that shows the relationship between game playing and increased motivation. More and more learning games emerge and bring a promise to help to learn a…
Descriptors: Educational Games, Student Motivation, Grammar, Teaching Methods
Lynch, Bob Ellsworth – ProQuest LLC, 2016
Games contribute to the whole-person, academic, and career development of college-aged individuals (Alderman, 2015). However, many higher-education institutions do not sponsor gaming as a collegiate extracurricular activity, thereby possibly eliminating the opportunity of an all-inclusive environment (Alderman, 2015). To elucidate the problem,…
Descriptors: College Students, Educational Games, Academic Achievement, Career Development
Barbosa Gomez, Luisa Fernanda; Bohorquez Sotelo, Maria Cristina; Roja Higuera, Naydu Shirley; Rodriguez Mendoza, Brigitte Julieth – International Association for Development of the Information Society, 2016
Learning resources are part of the educational process of students. However, how video games act as learning resources in a population that has not selected the virtual formation as their main methodology? The aim of this study was to identify the influence of a video game in the learning process of brain evolution. For this purpose, the opinions…
Descriptors: Foreign Countries, College Students, Video Games, Educational Games
Catenazzi, Nadia; Sommaruga, Lorenzo; De Angelis, Kylene; Gabbianelli, Giulio – International Association for Development of the Information Society, 2016
Within the C95-Challenge Erasmus+ project, mobile learning technologies are adopted and tested for bus and truck drivers training according to the EU 2003/59/EC Directive. Different kinds of training contents are developed in the form of interactive slides, hyper-videos, interactive quizzes and delivered on mobile devices. Existing apps and games…
Descriptors: Electronic Learning, Driver Education, Computer Oriented Programs, Multimedia Instruction
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Loiseau, Mathieu; Cervini, Cristiana; Ceccherelli, Andrea; Masperi, Monica; Salomoni, Paola; Roccetti, Marco; Valva, Antonella; Bianco, Francesca – Research-publishing.net, 2016
In this paper, we present two versions of a learning game developed respectively at the Grenoble Alpes and Bologna University. This research focuses on a digital game aimed at favouring the learners' "playful attitude" and harnessing it towards "accuracy" aspects of language learning (lexicon and morphology, here). The game,…
Descriptors: Second Language Learning, Educational Games, Second Language Instruction, English (Second Language)
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van de Sande, Eva; Segers, Eliane; Verhoeven, Ludo – Early Education and Development, 2018
The current study used a dyadic and coconstructive approach to examine how to embed exercises that support executive functioning into early literacy instruction to empower its effects. Using a randomized controlled trial design with 100 children, we examined the effects of dyadic activities in which children scaffolded each other's learning and…
Descriptors: Kindergarten, Executive Function, Literacy Education, Emergent Literacy
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Diogo, Ana Matias; Silva, Pedro; Viana, Joana – Issues in Educational Research, 2018
Children have increasing access, and at younger ages, to ICT. This results from state policy measures, or from families having progressively provided ICT access to their children, or both of these influences. As a critical approach to the impact of technology in the construction of social change, this paper seeks to understand how children's…
Descriptors: Information Technology, Social Differences, Laptop Computers, Qualitative Research
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McKenzie, Sophie; Spence, Aaron; Nicholas, Maria – Electronic Journal of e-Learning, 2018
This paper explores the design, development and evaluation of an early childhood literacy iPad application, focusing on the English Alphabet, called "A to Z Safari" trialled in Australian classrooms. A to Z Safari was designed to assist students in the early years of schooling with learning the alphabet and building on their knowledge of…
Descriptors: Emergent Literacy, Early Childhood Education, Instructional Design, Handheld Devices
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Fuglseth, Anna Mette; Grønhaug, Kjell; Jörnsten, Kurt – Scandinavian Journal of Educational Research, 2018
This paper reports on a study exploring master students' ability to apply their knowledge when solving an internal pricing problem in a supply chain. Analyses of 33 negotiation progress reports and 8 recordings of discussions demonstrate that most of the students were not able to apply relevant concepts and models to guide their handling of the…
Descriptors: Masters Programs, Graduate Students, Educational Games, Educational Technology
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Williams, Skip M.; Hannon, James C. – Physical Educator, 2018
This study compared physical activity levels of junior high school physical education students participating in coeducational and same-sex PE classes that followed the Tactical Games Model. A total of 446 students, aged 11 to 16 years old, enrolled in the seventh to ninth grades from one junior high school participated. Each student participated…
Descriptors: Physical Activity Level, Coeducation, Physical Education, Educational Games
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