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Jennett, Charlene; Papadopoulou, Sofia; Himmelstein, Jesse; Vaugoux, Alexandre; Roger, Vincent; Cox, Anna L. – International Journal of Game-Based Learning, 2017
Game jams, hackathons and similar group game creation events have become increasingly popular over the past decade (Fowler et al., 2015). They provide new and exciting opportunities for education and research. They foster creative thinking and innovation (Preston et al., 2012), and strengthen project management and communication skills (Smith…
Descriptors: Case Studies, Educational Games, Student Experience, Interdisciplinary Approach
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Almeida, Fernando – Cypriot Journal of Educational Sciences, 2017
The teaching of entrepreneurship is currently a fundamental pillar in the construction of social responsibility with strong impact on the future economic development of society. The use of serious games in the entrepreneurship field is a way of encouraging students' motivation to become entrepreneurs and develop their skills in the field. In this…
Descriptors: Entrepreneurship, Social Responsibility, Teaching Methods, Educational Games
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Józsa, Krisztián; Barrett, Karen Caplovitz; Morgan, George A. – Electronic Journal of Research in Educational Psychology, 2017
Introduction: School readiness predicts both school and life success, so measuring it effectively is extremely important. Current school readiness tests focus on pre-academic skills; however, mastery motivation (MM: persistent, focus on trying to do a task) and executive functions (EF: planful self-control) are also crucial. Method: The purpose of…
Descriptors: Foreign Countries, Comparative Education, School Readiness, Computer Assisted Testing
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Zhang, Bo; Robb, Nigel; Eyerman, Joe; Goodman, Lizbeth – International Journal of E-Learning & Distance Education, 2017
In response to the growing trend of internationalisation in education, it is important to consider approaches to help international students integrate in their new settings. One possible approach involves the use of e-Learning tools, such as virtual worlds and gamification. To maximise the potential effectiveness of such tools, it may be…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Educational Games
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Campbell, Robert D. – e-Journal of Business Education and Scholarship of Teaching, 2017
A large and growing body of research supports the view that the small-group learning structure can be an effective tool to enhance student performance and encourage innovative problem solving. This paper explains in detail how the framework of the popular television reality show Survivor has been adapted to form a vehicle for a college level group…
Descriptors: Teaching Methods, Educational Games, Real Estate, Business
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Sevy-Biloon, Julia – Journal of Education and Training Studies, 2017
English language students at the Universidad Nacional de Educacion (UNAE) in Ecuador tend to have various learning styles and have a hard time being motivated to not only learn, but also remember the correct form of English language being taught in the classroom. It is mandatory for these students to learn English; therefore many do not have…
Descriptors: English (Second Language), Second Language Instruction, Foreign Countries, College Students
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Su, Chung-Ho – EURASIA Journal of Mathematics, Science & Technology Education, 2017
The advancement of mobile game-based learning has encouraged many related studies, which has enabled students to learn more and faster. To enhance the clinical path of cardiac catheterization learning, this paper has developed a mobile 3D-CCGBLS (3D Cardiac Catheterization Game-Based Learning System) with a learning assessment for cardiac…
Descriptors: Educational Games, Handheld Devices, Telecommunications, Technology Uses in Education
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Mehrpour, Saeed; Ghayour, Maaedeh – Reading Matrix: An International Online Journal, 2017
The present study investigated the effects of educational computerized games on learning English spelling among Iranian children. In doing so, 66 young Iranian English learners with the average age of 9.5, attending the children's branch of Iran Language Institute (ILI), the most well-established state-run language teaching institute in Iran,…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Educational Games
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Walker, Zachary; McMahon, Don D.; Rosenblatt, Kara; Arner, Tracy – SAGE Open, 2017
The success of Pokémon Go is demonstrating that augmented reality (AR) is reaching the masses quickly and can be a robust tool to enhance student engagement and learning. Leveraging AR for instructional purposes has the potential to become a powerful medium for Universal Design for Learning (UDL) by providing new tools for multiple means of…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Learner Engagement
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Jauregi, Kristi; Melchor-Couto, Sabela – Research-publishing.net, 2017
The Erasmus+ TeCoLa project (2016-2019) aims to develop and test innovative gamified telecollaboration approaches for secondary schools that address issues of learning diversity in intercultural and Content Integrated Language Learning (CLIL) and teaching. Authentic task-based transnational interactions among peers from different socio-cultural,…
Descriptors: Educational Games, Second Language Learning, Telecommunications, Multicultural Education
Smithsonian Center for Learning and Digital Access (Smithsonian Learning Lab), 2017
Launched in June 2016, the Smithsonian Learning Lab (SLL) provides access to the digital resources from across the Smithsonian's 19 museums, 9 major research centers, and the National Zoo, to be used as real-world learning experiences. It is designed to aid students in building lasting knowledge and critical skills that take learners from simply…
Descriptors: Electronic Learning, Student Needs, Learning Laboratories, Experiential Learning
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Starling, Courtney; Whitacre, Ian – Mathematics Teaching in the Middle School, 2016
Mathematics is a language that is characterized by words and symbols that have precise definitions. Many opportunities exist for miscommunication in mathematics if the words and symbols are interpreted incorrectly or used in imprecise ways. In fact, it is found that imprecision is a common source of mathematical disagreements and misunderstandings…
Descriptors: Mathematics Education, Equations (Mathematics), Class Activities, Demonstrations (Educational)
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Hung, Aaron Chia Yuan – E-Learning and Digital Media, 2016
The paper uses actor-network theory (ANT) to analyze the sociotechnical networks of three groups of adolescents who played online games in different physical and social contexts. These include: an internet café, which allowed the players to be co-present; a personal laptop, which gave the player more control over how he played; and at home through…
Descriptors: Networks, Adolescents, Social Theories, Video Games
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Turcotte, Nathaniel; Betrus, Anthony – TechTrends: Linking Research and Practice to Improve Learning, 2016
"Teaching Bad Apples" is a game developed in 2014 for current and future teachers. It plays much like "Apples to Apples" or "Cards Against Humanity," with each player in turn reading a situation card, followed by the other players choosing their response cards. Each situation, however dramatic or bizarre, is…
Descriptors: Instruction, Teaching Methods, Educational Games, Games
Spandler, Carl – Journal of Geoscience Education, 2016
Mineralogy is an essential component of Earth Science education, yet many students struggle to obtain adequate comprehension and knowledge of mineralogy during tertiary (postsecondary) degree programs. The use of educational games can be an effective strategy for science teaching as games provide an active learning environment that enhances…
Descriptors: Mineralogy, Science Instruction, Educational Games, Earth Science
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