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Kirikkaya, Esma Bulus; Iseri, Sebnem; Vurkaya, Gurbet – Turkish Online Journal of Educational Technology - TOJET, 2010
Visual elements that used in lessons are necessary because they make learning more permanent. Also the visuals that used in evaluation part of the lesson should decrease the anxiety of students and provide them with correct evaluation. The board games among the visuals which can be used in evaluation part are quite effective for getting feedback…
Descriptors: Feedback (Response), Astronomy, Grade 7, Educational Games
Jenson, Jennifer; De Castell, Suzanne – Education Canada, 2008
As professors working in faculties of education for the past ten years researching digital gameplay and the design and development of games for education, the authors have often been asked whether digital games are good or bad for children. The discourse of good/bad is a slippery one and the authors believe that digital games, like television,…
Descriptors: Play, Imitation, Computers, Educational Games
Kiili, Kristian; Lainema, Timo – Journal of Interactive Learning Research, 2008
This study is part of an ongoing attempt to develop a usable and valid scale for assessing the flow experience in educational games. The purpose of the paper is to operationalize the dimensions of flow experience in an educational game context and to test a constructed GameFlow questionnaire. Furthermore, the study strives to validate flow…
Descriptors: Educational Games, Questionnaires, Simulation, Business
Stowell, Timothy; Shelton, Brett E. – TechTrends: Linking Research and Practice to Improve Learning, 2008
The use, reuse, and remixing of commercial games has influenced the field of educational gaming. Part of this influence is felt though a number of popular game engines whose code has been released for the creation of games by other groups. This paper follows one group's progress of using the open-source and highly successful commercial game engine…
Descriptors: Instructional Design, Educational Games, Engines, Poetry
Maxwell, D. Jackson – Library Media Connection, 2008
The history behind the holiday commonly called "Presidents' Day" is a bit confusing. It started as a federal holiday called Washington's Birthday. It was a day set aside to honor George Washington for his accomplishments as a founding father of the country. Later, many northern states began to recognize Abraham Lincoln's Birthday as well for his…
Descriptors: Holidays, United States History, Presidents, Historical Interpretation
Pasnik, Shelley; Llorente, Carlin – Education Development Center, Inc., 2012
The 2012 Preschool Pilot Study of PBS KIDS Transmedia Mathematics Content (Preschool Pilot) is an important part of the authors' multiyear "Ready To Learn" (RTL) summative evaluation initiative. Through this initiative funded by the Corporation for Public Broadcasting (CPB) and Public Broadcasting Service (PBS), it was the responsibility…
Descriptors: Public Television, Educational Television, Educational Technology, Technology Uses in Education
Tao, Yu-Hui; Cheng, Chieh-Jen; Sun, Szu-Yuan – Educational Technology & Society, 2012
The higher education system in Taiwan has increasingly adopted business simulation games (BSGs) in recent years. Previous BSG benefit research has shifted focus from learning performance to motivation due to mixed results. One recent study empirically investigated student perceptions on the continued use of BSGs; however, the counterpart of higher…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Simulation
Mysirlaki, Sofia; Paraskeva, Fotini – Electronic Journal of e-Learning, 2012
As our need for collaboration constantly grows, new tools have emerged to connect us in social networks, supporting the development of online communities, such as online games and virtual worlds. MMOGs (Massively Multiplayer Online Games) and MMORPGs (Massively Multiplayer Online Role-Playing Games) are complex systems, in which players are…
Descriptors: Teaching Methods, Leadership, Educational Research, Leadership Training
Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
Guevara-Cedeno, J. Y.; Palma-Behnke, R.; Uribe, R. – IEEE Transactions on Education, 2012
In the field of electricity markets, the development of training tools for engineers has been extremely useful. A novel experimental economics approach based on a computational Web platform of an electricity market is proposed here for the practical teaching of electrical engineering students. The approach is designed to diminish the gap that…
Descriptors: Foreign Countries, Theory Practice Relationship, Cooperative Learning, Teaching Methods
Hernandez, Pedro; Gonzalez, Jose Luis – International Journal for Technology in Mathematics Education, 2011
The main purpose of this paper is to present an ongoing research study on the evolution of pre-numerical and pre-inductive levels of ordinal thought in students from three to seven years old. Our methodology is based on multimedia technology, an automatic and objective record of the data and minimal interaction between students and researcher. A…
Descriptors: Foreign Countries, Models, Measurement, Urban Schools
Lim, Cher Ping; Tay, Lee Yong; Hedberg, John – Journal of Educational Computing Research, 2011
Two grade 5 classes (11-12-year-olds) were introduced through an inquiry-based pedagogy to scientific ideas and concepts within a 3D game-like multi-user virtual environment (MUVE). This article explores how a particular set of strategies and conditions might encourage and sustain the use of the MUVE, Quest Atlantis (QA), as a problem-based…
Descriptors: Foreign Countries, Problem Based Learning, Educational Innovation, Grade 5
Habgood, M. P. Jacob; Ainsworth, Shaaron E. – Journal of the Learning Sciences, 2011
The concept of "intrinsic motivation" lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for learning content. This article tests the concept of "intrinsic integration" as…
Descriptors: Educational Games, Incentives, Student Motivation, Time on Task
Thomas, Michael K.; Ge, Xun; Greene, Barbara A. – Journal of Educational Computing Research, 2011
This study used technology-rich ethnography (TRE) to examine the use of game development in a high school computer programming class for the development of 21st century skills. High school students created games for elementary school students while obtaining formative feedback from their younger clients. Our experience suggests that in the…
Descriptors: Video Games, Ethnography, Programming, Skill Development
"World of Warcraft" and the Impact of Game Culture and "Play" in an Undergraduate Game Design Course
Dickey, Michele D. – Computers & Education, 2011
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
Descriptors: Instructional Design, Play, Educational Games, Classroom Environment

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