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Gabr, Fatema Mohsen; Abdennadher, Slim – International Association for Development of the Information Society, 2015
Walk like An Egyptian is a location-based, mobile native game developed for tourists. The game provides information for tourists about the touristic places, motivates nationals to visit their historical sights and increase their cultural heritage awareness enabling them to explore the past and connect with it. At the same time, the game allows to…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Learning, Telecommunications
Holmes, Venita – Houston Independent School District, 2015
During the 2014-2015 academic year, 1,148 students registered and 820 elementary, middle, and high-school students played the New Digital Energy Game (NDE) game in the Houston Independent School District (HISD). The NDE game was designed to enrich students' science experiences in order to stimulate their interests and attitudes to pursue science…
Descriptors: Educational Games, Elementary School Students, Middle School Students, High School Students
Celene E. Domitrovich; Elise T. Pas; Catherine P. Bradshaw; Kimberly D. Becker; Jennifer Keperling; Dennis Embry; Nicholas Ialongo – Grantee Submission, 2015
Evidence-based interventions are being disseminated broadly in schools across the U.S., but the implementation levels achieved in community settings vary considerably. The current study examined the extent to which teacher and school factors were associated with implementation dosage and quality of the PAX Good Behavior Game (PAX GBG), a universal…
Descriptors: Educational Games, Intervention, Program Implementation, Evidence Based Practice
Ghergulescu, Ioana; Muntean, Cristina Hava – International Journal of Game-Based Learning, 2014
This article proposes a Motivation Assessment-oriented Input-Process-Outcome Game Model (MotIPO), which extends the Input-Process-Outcome game model with game-centred and player-centred motivation assessments performed right from the beginning of the game-play. A feasibility case-study involving 67 participants playing an educational game and…
Descriptors: Educational Games, Electronic Learning, Learning Motivation, Input Output Analysis
Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes
Woo, Jeng-Chung – Educational Technology & Society, 2014
Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…
Descriptors: Computer Games, Educational Games, Student Motivation, Cognitive Processes
Worth, Paula – Teaching History, 2014
Paula Worth presents in this article a means of challenging students' tendency to generalise even when they know that they should not. How can teachers encourage their students to say something meaningful about the past while avoiding making unwarranted generalisations? Worth takes teachers through the process of planning her own enquiry designed…
Descriptors: Generalization, History Instruction, Inquiry, Teaching Methods
Moreno, Luis F.; Hincapié, Gina; Alzate, María Victoria – Journal of Chemical Education, 2014
Cheminoes is a didactic game that enables the meaningful learning of some relations between concepts such as chemical element, valence, atomic number, and chemical symbol for the first 36 chemical elements of the periodic system. Among the students who have played the game, their opinions of the activity were positive, considering the game to be a…
Descriptors: Science Instruction, Chemistry, Educational Games, Scientific Concepts
Flores, Alfinio – Mathematics Teacher, 2014
Tossing a fair coin 1000 times can have an unexpected result. In the activities presented here, players keep track of the accumulated total for heads and tails after each toss, noting which player is in the lead or whether the players are tied. The winner is the player who was in the lead for the higher number of turns over the course of the game.…
Descriptors: Mathematics Instruction, Learning Activities, Numbers, Mathematical Concepts
Codish, David; Ravid, Gilad – Interdisciplinary Journal of E-Learning and Learning Objects, 2014
Gamification in education is being used as a way to increase student engagement and learning. While carrying a big promise, little is known about how students with different personalities, specifically extraverts and introverts, are influenced by game elements and mechanics: knowledge that is essential to ensure that implementing gamification will…
Descriptors: Educational Games, Learner Engagement, Play, Personality Traits
Hopper, Keith B.; Waugh, Jonathan B. – Educational Technology, 2014
PowerPoint is roundly reviled and ridiculed, yet this technology enjoys universal popularity. This article reviews the criticisms of PowerPoint and its peer technologies, describes its affordances and advantages, and suggests innovative PowerPoint applications in instruction. Beyond garden-variety applications of PowerPoint, it may also be used to…
Descriptors: Educational Technology, Computer Software Evaluation, Computer Software, Courseware
Knudsen, Hanne; Andersen, Niels Åkerstrøm – Journal of Education Policy, 2014
Over the past 10-15?years, state-funded schools have begun to require parents to assume an undefined and infinite personal responsibility. In this article, we investigate how schools organize responsibility games to respond to this challenge and how these games affect the concept of responsibility. We point to a dislocation in the way parents are…
Descriptors: Parent Responsibility, Educational Games, Parent Role, Child Rearing
McCarthy, Mary M. – Journal of Political Science Education, 2014
Games and simulations are increasingly used in courses on international politics. This study explores the hypothesis that games are better than simulations (as well as only reading and lectures) in introducing students to abstract concepts integral to an understanding of world politics. The study compares a two-level Prisoner's Dilemma game…
Descriptors: Educational Games, Simulation, Teaching Methods, Politics
Hemmi, Akiko; Narumi-Munro, Fumiko; Alexander, Wilma; Parker, Helen; Yamauchi, Yoko – British Journal of Educational Technology, 2014
Game consoles have been adopted as a learning platform in school education. However, there is a scarcity of studies examining the utility of games consoles with built-in WiFi as affordable learning platforms in universities. This paper contributes to knowledge about the capacity of the Nintendo DSi to create new learning spaces mediated and…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Software
Bates, Keith; Davies, Jill; Burke, Christine; Mattingly, Molly – Foundation for People with Learning Disabilities, 2014
Across the UK, fewer than 5.8% of people with a learning disability have a job, and many of those who are employed only work part-time. Yet most people indicate that they want to work. Many miss out on the basic right to aspire to a career, the wider social networks, the better emotional and physical health, and the independence that come from…
Descriptors: Foreign Countries, Occupational Aspiration, Intellectual Disability, Workshops
Julia Gressick; Bruce Alan Spitzer; Kyle Sagarsee – Journal of Teaching and Learning with Technology, 2014
This article describes the use of the Quick Response codes (QR codes) as a way to engage students in an interactive scavenger hunt to review course content prior to an exam. The authors developed an educational augmented reality learning game (e.g. Wu & Wen-Yu Lee, 2012) that leveraged QR codes as a way to engage undergraduate students by…
Descriptors: Handheld Devices, Access to Information, Educational Technology, Educational Games

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