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Rusman, Ellen; Ternier, Stefaan; Specht, Marcus – Educational Technology & Society, 2018
This article describes the theory-informed design of the "ELENA goes shopping" mobile game and reports on the evaluation of its effectiveness through a design research approach. The game aimed to foster young children's (aged 4-8) interest in a neighboring (geographically proximate) language and to familiarize them with its sounds,…
Descriptors: Young Children, Early Childhood Education, Second Language Learning, Educational Games
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Weaver, R. Glenn; Webster, Collin A.; Beets, Michael W.; Brazendale, Keith; Chandler, Jessica; Schisler, Lauren; Aziz, Mazen – Health Education & Behavior, 2018
This study examined the initial effects of a participatory-based, competency-/skill-building professional development workshop for physical education (PE) teachers on the use of physical activity (PA) promotion practices (e.g., eliminating lines, small-sided games) and students' moderate-to-vigorous physical activity (MVPA). A total of 823…
Descriptors: Physical Education, Physical Education Teachers, Physical Activity Level, Workshops
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Whalen, D. Joel – Business and Professional Communication Quarterly, 2018
This article, the first of a two-part series, offers readers 13 teaching innovations debuted at the 2017 Association for Business Communication's annual conference in Dublin, Ireland. Assignment topics presented here include communication strategy and message-packaging skills, deep communication insights, and career and personal development.…
Descriptors: Foreign Countries, Conferences (Gatherings), Professional Associations, Business Communication
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André, Mauro; Hastie, Peter – European Physical Education Review, 2018
A student-designed games (SDG) teaching unit could be described as the process in which students create, organise, practice and refine their own games within certain limits established by the teacher. This study compared how two different teaching approaches had an impact on students and their teacher. The researcher taught two SDG units to junior…
Descriptors: Teaching Methods, Physical Education, Educational Games, Student Participation
Dunbar, Norah E.; Wilson, Scott N.; Adame, Bradley J.; Elizondo, Javier; Jensen, Matthew L.; Miller, Claude H.; Kauffman, Abigail Allums; Seltsam, Toby; Bessarabova, Elena; Vincent, Cindy; Straub, Sara K.; Ralston, Ryan; Dulawan, Christopher L.; Ramirez, Dennis; Squire, Kurt; Valacich, Joseph S.; Burgoon, Judee K. – International Journal of Game-Based Learning, 2013
This paper describes the process of rapid iterative prototyping used by a research team developing a training video game for the Sirius program funded by the Intelligence Advanced Research Projects Activity (IARPA). Described are three stages of development, including a paper prototype, and builds for alpha and beta testing. Game development is…
Descriptors: Educational Games, Instructional Design, Cognitive Processes, Bias
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Becnel, Kim; O'Shea, Patrick – Journal of Education for Library and Information Science, 2013
This paper describes the design of an innovative educational experience that took place during the summer of 2011 with a cohort of library science students at Appalachian State University. This group of students, working online in their own virtual public libraries, engaged in an extended epistemic game that required the participants to undertake…
Descriptors: Public Libraries, Library Administration, Library Education, Educational Games
Kerr, Deirdre; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2013
Student mathematical errors are rarely random and often occur because students are applying procedures that they believe to be accurate. Traditional approaches often view such errors as indicators of students' failure to understand the construct in question, but some theorists view errors as opportunities for students to expand their mental model…
Descriptors: Educational Games, Video Games, Mathematics, Misconceptions
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Snow, Erica L.; Jackson, G. Tanner; Varner, Laura K.; McNamara, Danielle S. – Grantee Submission, 2013
Research on individual differences indicates that students vary in how they interact with and perform while using intelligent tutoring systems (ITSs). However, less research has investigated how individual differences affect students' interactions with game-based features. This study examines how learning outcomes and interactions with specific…
Descriptors: Individual Differences, Academic Achievement, Intelligent Tutoring Systems, Educational Games
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Martí-Parreño, J.; Méndez-Ibáñez, E.; Alonso-Arroyo, A. – Journal of Computer Assisted Learning, 2016
The use of games in education represents a promising tool to motivate and engage students in their learning process. Most of previous research on the topic has focused to develop theoretical frameworks or to conduct experiments as a means to analyse learning outcomes such as knowledge retention, problem-solving skills gains or attitudes toward…
Descriptors: Educational Games, Bibliometrics, Data Collection, Data Analysis
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Novak, Elena; Johnson, Tristan E.; Tenenbaum, Gershon; Shute, Valerie J. – Interactive Learning Environments, 2016
The study explored instructional benefits of a storyline gaming characteristic (GC) on learning effectiveness, efficiency, and engagement with the use of an online instructional simulation for graduate students in an introductory statistics course. A storyline is a game-design element that connects scenes with the educational content. In order to…
Descriptors: Teaching Methods, Statistics, Educational Games, Instructional Effectiveness
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Monk, Ellen F.; Lycett, Mark – Education and Information Technologies, 2016
Enterprise Resource Planning Systems (ERP) are very large and complex software packages that run every aspect of an organization. Increasingly, ERP systems are being used in higher education as one way to teach business processes, essential knowledge for students competing in today's business environment. Past research attempting to measure…
Descriptors: Management Systems, Information Systems, Strategic Planning, Computer Software
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O'Leary, Nick – European Physical Education Review, 2016
This paper examines an experienced teacher's employment of the teaching games for understanding (TGfU) model in a UK secondary school. The study sought to investigate how the teacher delivered TGfU and those factors that influenced his informal learning of this instructional model. Occupational socialisation was utilised to determine the factors…
Descriptors: Foreign Countries, Teaching Methods, Educational Games, Physical Education
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Miller, Andrew; Christensen, Erin; Eather, Narelle; Gray, Shirley; Sproule, John; Keay, Jeanne; Lubans, David – European Physical Education Review, 2016
The primary objective of this study was to evaluate the efficacy of a pilot intervention using a game-centered approach for improvement of physical activity (PA) and physical education (PE) outcomes simultaneously, and if this had an impact on enjoyment of PE. A group-randomized controlled trial with a 7-week wait-list control group was conducted…
Descriptors: Foreign Countries, Physical Education, Physical Activities, Educational Games
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Winburg, Karin; Chamberlain, Barbara; Valdez, Alfred; Trujillo, Karen; Stanford, Theodore B. – Journal of Computers in Mathematics and Science Teaching, 2016
This "Math Snacks" intervention measured 741 fifth grade students' gains in conceptual understanding of core math concepts after game-based learning activities. Teachers integrated four "Math Snacks" games and related activities into instruction on ratios, coordinate plane, number systems, fractions and decimals. Using a…
Descriptors: Games, Mathematics, Mathematics Instruction, Intervention
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Ghali, Ramla; Ouellet, Sébastien; Frasson, Claude – Journal of Education and Training Studies, 2016
The use of educational games as a tool for providing learners with a playful and educational aspect is widespread. In this paper, we present an educational game that we developed to teach a chemistry lesson, namely drawing a Lewis diagram. Our game is a 3D environment known as LewiSpace and aims at balancing between playful and educational…
Descriptors: Foreign Countries, College Students, Educational Games, Chemistry
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