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Klein, Michael G.; Jackson, Peter L.; Mazereeuw, Miho – Decision Sciences Journal of Innovative Education, 2022
Effective disaster response requires time-critical decisions to get personnel and supplies to the right places as quickly as possible. Such operations are complicated by the need for coordination among multiple stakeholders. In this teaching brief, we describe a serious online game for humanitarian logistics courses called the "Disaster…
Descriptors: Social Values, Natural Disasters, Emergency Programs, Decision Making
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Khadijah; Pulungan, Enny Nazrah; Hariati, Rizki; Maisarah – International Journal of Language Education, 2022
This research aims to developing the educational game tool (word tree) to improve reading ability of early childhood. This is research used Borg & Gall model and has been modified with six steps, they are potential and problem, data collection, product design, design validation, resign revision, and usage trial. The subject is 5-6 years old…
Descriptors: Educational Games, Reading Skills, Reading Improvement, Reading Instruction
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Kirginas, Sotiris – Contemporary Educational Technology, 2022
This paper aims to explore the impact of freeform digital games on primary school students' narrative skills, in terms of linguistic cohesion and semantic coherence, compared to other digital media, such as formally structured digital games and movies. A total of 128 Year 6 Primary school students participated in this research. Initially, students…
Descriptors: Personal Narratives, Computer Games, Educational Games, Films
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Verma, Vipin; Craig, Scotty D.; Levy, Roy; Bansal, Ajay; Amresh, Ashish – Journal of Educational Computing Research, 2022
Detection and responding to a player's affect are important for serious games. A method for this purpose was tested within Chem-o-crypt, a game that teaches chemical equation balancing. The game automatically detects boredom, flow, and frustration using the Affdex SDK from Affectiva. The sensed affective state is then used to adapt the game play…
Descriptors: Psychological Patterns, Game Based Learning, Media Adaptation, Learner Engagement
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Sharunova, Alyona; Wang, Yang; Kowalski, Michael; Qureshi, Ahmed Jawad – International Journal of Technology and Design Education, 2022
The new transdisciplinary nature of industrial product design should be appropriately addressed by post-secondary institutions and engineering schools in their curricula to ensure high quality of engineering design education and its applicability to industrial demands. To achieve this, a new transdisciplinary teaching methodology is required. This…
Descriptors: Taxonomy, Engineering Education, Design, Teaching Methods
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Song, Yi; Sparks, Jesse R.; Guzman-Orth, Danielle – Computer Assisted Language Learning, 2022
The goal of this project was to design a scaffolded learning activity that develops English learners' (ELs) argumentation skills. In this study, we investigated how middle school ELs interacted with a game-enhanced scenario-based assessment of argumentation skills (named "Seaball"). The target skills included identifying and classifying…
Descriptors: English Language Learners, Persuasive Discourse, Skill Development, Middle School Students
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Mann, Gemma – Journal of University Teaching and Learning Practice, 2022
As minorities, people of diverse sexual orientations and genders often feel that they do not belong within higher education. To combat this, connection is important, but that can be difficult in the uncertain, predominantly online world of universities. The Ally Program is a university-wide, extra-curricular online training program aimed at…
Descriptors: LGBTQ People, Social Support Groups, Online Courses, Training
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Genç-Ersoy, Berrin; Göl-Dede, Derya – International Journal of Contemporary Educational Research, 2022
This study aims to improve the writing skills, motivation towards writing, and writing attitudes of elementary school students through educational games by eliminating the problems they encounter in the writing process. The study was designed within the scope of cooperative action research, and criterion sampling was used for the sample selection.…
Descriptors: Writing Skills, Writing Attitudes, Student Motivation, Educational Games
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Kara, Nuri – International Journal of Computer-Assisted Language Learning and Teaching, 2022
The main aim of this study was to explore the effect of the serious mobile game Jumo the Jumper on the vocabulary acquisition of primary school English as a Foreign Language (EFL) students and their attitudes toward an EFL course. The main research design of the study was a quasi-experimental design with nonequivalent control groups that included…
Descriptors: Elementary School Students, Second Language Learning, English (Second Language), Foreign Countries
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Teh, Ee Wen; Krishnapillai, Gengeswari; Chan, Ling Meng – International Journal of Game-Based Learning, 2022
Recently, digital games are used as a form of new media with massive potential for learning the English Language. To understand the typology of user experiences with digital games, the Presence-Involvement-Flow Framework (PIFF) was utilized. A series of semi-structured interviews were conducted with ten tertiary students in Northern Malaysia.…
Descriptors: Computer Games, Educational Games, Second Language Instruction, Second Language Learning
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Dikkartin Övez, Filiz Tuba; Acar, Irem Gizem – Journal of Educational Technology and Online Learning, 2022
The aim of study to investigate the effects of block-based game development activities carried out on the goal-based scenario approach on the geometry achievement and computational thinking skills of seventh-grade students and to reveal their opinions regarding the process. The study used a one-group pretest-posttest experimental model an…
Descriptors: Programming, Educational Games, Geometry, Thinking Skills
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Esterhuizen, Joshua; Drevin, Günther; Snyman, Dirk; Drevin, Lynette – International Association for Development of the Information Society, 2022
Education is shifting towards a more technology focused mode of delivery, or at least combining technology use with standard methods. A potential effect of this could be the introduction and use of games in classrooms. This study looks at the possibility of adapting various domains of knowledge into digital games referred to as serious games. The…
Descriptors: Gamification, Educational Games, Game Based Learning, Technology Uses in Education
Jenny Yun-Chen Chan; Erin R. Ottmar; Hannah Smith; Avery H. Closser – Grantee Submission, 2022
To efficiently solve mathematical expressions and equations, students need to notice the systemic structure of mathematical expressions (e.g., inverse relation between 3 and 3 in 3 + 5 - 3). We examined how symbols--specifically variables versus numbers--and students' algebraic knowledge impacted seventh graders' problem-solving strategies and use…
Descriptors: Problem Solving, Algebra, Symbols (Mathematics), Knowledge Level
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Michael Simonson Ed.; Deborah Seepersaud Ed. – Association for Educational Communications and Technology, 2022
For the forty-fifth time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online and onsite during the annual AECT Convention. The Proceedings of AECT's Convention are published in two volumes. Volume #1 contains papers dealing…
Descriptors: Educational Technology, Technology Uses in Education, Flipped Classroom, Artificial Intelligence
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Yong Zeng; John E. McEneaney – Journal of Research Initiatives, 2022
This text presents an argument that competition, as a pedagogical design element, facilitates students' learning motivation in digital game-based learning environments (DGBLEs). Since competition has long been regarded as an adverse pedagogical element for fostering students' learning motivation, a considerable proportion of educators and…
Descriptors: Students, Game Based Learning, Computer Games, Educational Games
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