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Konzett, Carmen – Novitas-ROYAL (Research on Youth and Language), 2015
This paper describes how a small group of students in a foreign language classroom manage the interactional task of orally assessing the correctness of verb forms while playing a board game aimed at revising verb conjugation. In their interaction, the students orient to the institutional context of this activity as a language learning exercise by…
Descriptors: Oral Language, Second Language Instruction, Educational Games, Grammar
Eckardt, Gordon; Selen, Willem; Wynder, Monte – e-Journal of Business Education and Scholarship of Teaching, 2015
Business simulations are a powerful way to provide experiential learning that is focussed, controlled, and concentrated. Inherent in any simulation, however, are numerous assumptions that determine feedback, and hence the lessons learnt. In this conceptual paper we describe some common cost assumptions that are implicit in simulation design and…
Descriptors: Business Administration Education, Simulation, Educational Games, Teaching Methods
Kerr, Deirdre – Journal of Educational Data Mining, 2015
This study uses information about in-game strategy use, identified through cluster analysis of actions in an educational video game, to make data-driven modifications to the game in order to reduce construct-irrelevant behavior. The examination of student strategies identified through cluster analysis indicated that (a) it was common for students…
Descriptors: Information Retrieval, Data Analysis, Video Games, Educational Games
Vieyra, Rebecca; Edwards, Teon; Rowe, Elizabeth; Asbell-Clarke, Jodi – Science Teacher, 2015
Gaming is becoming an effective form of learning and assessment and shouldn't be overlooked in an increasingly technological world. The games described in this article ("Impulse," "Quantum Spectre," and "Ravenous"), entertaining enough to be played by the general public, are also appropriate and useful in a classroom…
Descriptors: Science Instruction, Science Education, Play, Educational Games
The Pedagogical Application of Alternate Reality Games: Using Game-Based Learning to Revisit History
Lynch, Ronan; Mallon, Bride; Connolly, Cornelia – International Journal of Game-Based Learning, 2015
The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story.…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Teaching Methods
Wendel, Viktor; Krepp, Stefan; Gutjahr, Michael Oliver; Göbel, Stefan; Steinmetz, Ralf – International Journal of Game-Based Learning, 2015
In collaborative learning scenarios, the role of the instructor is vital. This aspect directly carries over to the concept of collaborative multiplayer Serious Games, where a group of players is learning together using a Serious Game. In this paper, the authors propose a novel approach for integration and support of instructors in collaborative…
Descriptors: Computer Games, Cooperative Learning, Questionnaires, Teacher Role
Geelan, Benjamin; de Salas, Kristy; Lewis, Ian; King, Carolyn; Edwards, Dale; O'Mara, Aidan – Australian Educational Computing, 2015
Gamified learning systems are becoming increasingly common within educational institutions, however there is a lack of understanding on the elements of gamification that influence, either positively or negatively, the learning experiences of students using these systems. This study examines an existing gamified learning tool implemented within an…
Descriptors: Foreign Countries, Educational Games, Undergraduate Study, Undergraduate Students
Braak, Willem J.; Lewin, Paul A. – Journal of Extension, 2015
Rural wealth creation and local entrepreneurship are emerging economic development approaches that bring back a sense of self-determination to rural communities. However, their potential is often greatly diminished by preconceived and opposing notions within the community on what drives economic growth. The Dollar Game is an innovative curriculum…
Descriptors: Rural Areas, Curriculum, Innovation, Community
Squire, Kurt – Independent School, 2015
Games for learning are poised to enter mainstream education. Several factors driving this movement are the following: (1) Digital distribution through cloud computing services and ubiquitous connectivity which will make digital learning tools--such as games--affordable and easily accessible; (2) The proliferation of digital devices; (3) Digital…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Electronic Learning
Maxlow, James Richard – ProQuest LLC, 2015
This study investigated the potential development and use of historical empathy in sixth-grade students while using the colonial-era historical education game "Mission US" and its associated learning activities. A collective case study was developed to describe and interpret students' experiences. The gathered data included the students'…
Descriptors: Elementary School Students, Grade 6, History Instruction, Empathy
Barreto, Daisyane C. – Educational Media and Technology Yearbook, 2015
Facilitated by the ascendance of massive multiplayer online games and virtual worlds, digital game culture has become a part of children's lives over the past few years. By playing these games, children can not only socialize with their regular friends face to face but also establish relationships with other players online. This chapter presents…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Game Based Learning
Say, Serkan; Bag, Hüseyin – Online Submission, 2015
Human being starts learning about life via games. Therefore games have always maintained their importance and have always been interesting since the beginning of the human life. Games are being moved from streets to virtual platforms today as information Technologies are considerably progressing. And because of that, computer games are one of the…
Descriptors: Computer Games, Grade 7, Science Instruction, Self Efficacy
Shim, Jaekwoun; Kwon, Daiyoung; Lee, Wongyu – IEEE Transactions on Education, 2017
In the past, computer programming was perceived as a task only carried out by computer scientists; in the 21st century, however, computer programming is viewed as a critical and necessary skill that everyone should learn. In order to improve teaching of problem-solving abilities in a computing environment, extensive research is being done on…
Descriptors: Robotics, Educational Games, Programming, Teaching Methods
Biçer, Nursat – Universal Journal of Educational Research, 2017
The aim of the present study is to determine the influence of student-centered methods employed in Turkish language instruction on the academic success of students through meta-analysis. To this end, a literature review was conducted on the relevant studies conducted between 2000 and 2016 in order to determine the studies were suitable for the…
Descriptors: Turkish, Meta Analysis, Effect Size, Drama
Sun Lin, Hong-Zheng; Chiou, Guey-Fa – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study examined the effects of comparison and game-challenge strategies on sixth graders' learning achievement of algebra variable, learning attitude towards algebra variable learning, and meta-cognitive awareness of algebra variable learning. A 2 × 2 factorial design was used, and 86 students were invited to participate in the experimental…
Descriptors: Grade 6, Algebra, Mathematics Instruction, Comparative Analysis

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