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Yiming Liu; Xiao Hu; Jeremy Tzi Dong Ng; Zhengyang Ma; Xiaoyan Lai – Education and Information Technologies, 2025
Collaborative problem solving (CPS) has emerged as a crucial 21st century competence that benefits students' studies, future careers, and general well-being, prevailing across disciplines and learning approaches. Given the complex and dynamic nature of CPS, teacher-facing learning analytics dashboards (LADs) have increasingly been adopted to…
Descriptors: Learning Analytics, Learning Management Systems, Student Evaluation, Cooperation
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Rafael Molina Carmona, Editor; Carlos J. Villagrá Arnedo, Editor; Patricia Compañ Rosique, Editor; Francisco García Peñalvo, Editor; Alicia García-Holgado, Editor – Lecture Notes in Educational Technology, 2025
This volume comprises of the proceedings of The Twelfth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM). It reflects outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support Knowledge Society building and development. This book covers broad-scope research…
Descriptors: Cultural Pluralism, Technology Uses in Education, Gamification, Educational Games
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Zeller, Benjamin E. – Teaching Theology & Religion, 2018
This article considers the "create your own religion" or "fictive religion" assignment as a pedagogical tool, contextualizing it within the scholarship of teaching and learning, and positioning it as a tool for broad adoption in a variety of courses. I argue that we ought to conceptualize the fictive religion assignment as an…
Descriptors: Teaching Methods, Religious Education, Assignments, Educational Games
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Bittner, Gina L.; McCauley, Laura – Education, 2018
Students love games, so why not couple games and mathematics learning in a meaningful way? The authors will help you do just that by taking an existing game and teaching you how to take any topic from your classroom to make the math work.
Descriptors: Teaching Methods, Mathematics Instruction, Educational Games, Mathematics Skills
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Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Mei-Syuan; Tai, Kai-Hsin – Journal of Educational Computing Research, 2021
In line with the attention-to-affect model, this study employed a game that encompasses Gestalt perception to explore how extraneous cognitive load (ECL) and gameplay anxiety correlate with attitude towards exploitative learning and attitude towards explorative learning as students play the Visual-Saliency game (VSG) with images of artworks. The…
Descriptors: Difficulty Level, Cognitive Processes, Anxiety, Correlation
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Barber, Connie S. – Journal of Information Systems Education, 2021
The idea that games impact learning is not new to pedagogy. Within the last decade, there has been an increased use of games for higher education, social engagement, marketing, and business training. When used within a higher education setting, a gamification system does not operate within a vacuum, but rather is imbued with and embedded in the…
Descriptors: Student Centered Learning, Game Based Learning, Educational Theories, College Students
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Pauline-Graf, Denise; Mandel, Susan E.; Allen, Heather W.; Devnew, Lynne E. – Contemporary Educational Technology, 2021
"Technology-enhanced learning" (TEL) is a broad term to denote the incorporation of digital technology to mediate activities that support education. Educational researchers need to validate critical assumptions about any new system that involves TEL early and throughout its development course to make quick, informed, de-risked decisions…
Descriptors: Technology Integration, Technology Uses in Education, Validity, Educational Researchers
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Mauntel, Matthew; Levine, Benjamin; Plaxco, David; Zandieh, Michelle – Digital Experiences in Mathematics Education, 2021
We present results of a grounded analysis of individual interviews in which students play Vector Unknown -- a digital game designed to introduce visualizing vectors, scaling vectors, vector addition, and vector equations, attending to the geometric and algebraic representations of vectors. The game was designed to be used at the beginning of a…
Descriptors: Mathematics Education, Mathematics Activities, Educational Games, Computer Games
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Darragh, Lisa – set: Research Information for Teachers, 2021
Maths games are fun and engaging, but what messages do these games send to the students in our classrooms? During mathematics lessons children learn more than just mathematics content; they also come to understand what it means to be a learner of mathematics. In this article I discuss the concept of "mathematics learner identity" and use…
Descriptors: Mathematics Instruction, Educational Games, Elementary School Mathematics, Teaching Methods
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Duzhak, Evgeniya; Hoff, K. Jody; Lopus, Jane S. – Journal of Economic Education, 2021
"Chair the Fed" is an award-winning online educational game developed by the Federal Reserve Bank of San Francisco to help players learn about monetary policy. Players assume the role of Fed Chair and adjust the federal funds rate to try to achieve low inflation and low unemployment. If successful, they are reappointed to another term.…
Descriptors: Economics Education, Educational Games, Computer Games, Financial Policy
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Bailey, Nina G.; Yalman Ozen, Demet; Lovett, Jennifer N.; McCulloch, Allison W.; Cayton, Charity – Mathematics Teacher: Learning and Teaching PK-12, 2021
The goal of this article is to give examples of high school students exploring parameters of quadratic functions using different tools as a catalyst to discuss the pros and cons and demonstrate the mathematical power of each. The authors illustrate how teachers' learning goals should navigate them toward a productive option.
Descriptors: Mathematics Instruction, Secondary School Mathematics, High School Students, Teaching Methods
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Corredor, Javier; Sanchez-Mora, Johanna; Bustamante-Barreto, Andry – E-Learning and Digital Media, 2021
This article explores why certain types of conversations are effective to develop disciplinary knowledge during video game play while others are not. In particular, we analyze conversations among students playing an educational video game that focuses on the process of viral replication. To do so, we use an emergent qualitative coding strategy. In…
Descriptors: Video Games, Play, Educational Games, Microbiology
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Rosenheck, Louisa; Cheng, Meng-Tzu; Lin, Chen-Yen; Klopfer, Eric – Educational Technology Research and Development, 2021
Games can be rich environments for learning and can elicit evidence of students' conceptual understanding and inquiry processes. Illuminating students' content-specific gameplay decisions, or methods of completing game tasks related to a certain domain, requires a context that is open-ended enough for students to make choices that demonstrate…
Descriptors: Game Based Learning, Decision Making, Learning Analytics, Genetics
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Literat, Ioana; Chang, Yoo Kyung; Eisman, Joseph; Gardner, Jonathan – Journal of Media Literacy Education, 2021
Given the need for innovative, engaging, and youth-centered approaches to media literacy, as well as the potential of active pedagogies to facilitate youth civic education and efficacy, games emerge as a particularly promising and under-utilized avenue for news literacy education. Our research asks, how might we use game-based learning to tackle…
Descriptors: Game Based Learning, Curriculum Development, Media Literacy, News Media
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Cook, Jim; Brown, Martin; Sellwood, Matthew; Campbell, Craig; Kouppas, Paul; Poronnik, Philip – Biochemistry and Molecular Biology Education, 2021
This brief review provides insights into the recent advances made by the Unity game engine into education and the ways that learning resources can be used to teach novice bioscience students to use the VR/AR affordances of the platform. We present our own practises for implementation of a novel gamification task for final-year bioscience students…
Descriptors: Educational Games, Science Instruction, Teaching Methods, Biological Sciences
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