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Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2019
In a game-based learning (GBL) environment for seventh-grade students, this study investigated the impact of competition, engagement in games, and the relationship between the two on students' in-game performance and flow experience, which, in turn, impacted their science learning outcomes. Structural equation modeling was employed to test a…
Descriptors: Learner Engagement, Academic Achievement, Student Motivation, Game Based Learning
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Pektas, Murat; Kepceoglu, Ibrahim – Science Education International, 2019
This case study investigated what prospective science education teachers think about the use of gamification in education. 44 pre-service science teachers were asked to provide their opinions about the use of gamification in education after a 4-week implementation of gamification. The participants revealed the benefits of gamification such as an…
Descriptors: Preservice Teachers, Student Attitudes, Educational Games, Science Teachers
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Keehn, Suzanne; Claggett, Stuart – Journal of Applied Testing Technology, 2019
The educational game industry struggles from a lack of standardization around collecting, analyzing and managing student learning data, which is potentially jeopardizing millions of dollars of investment in educational games. Investors, administrators, and educators require data to support quantitative and qualitative learning measurement in…
Descriptors: Educational Games, Game Based Learning, Data Collection, Elementary Secondary Education
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Barseghyan, Gayane; Grigoryan, Aram – Journal of Economic Education, 2019
The authors develop a two-stage classroom experiment to illustrate convergence to long-run equilibrium in a market where price-taking firms are capacity-constrained. Once equilibrium in the first stage is established, capacity constraints are introduced by imposing discontinuities in the fixed costs of several firms. The experiment demonstrates…
Descriptors: Economics Education, Experiments, Class Activities, Microeconomics
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Luchi, Kelly Cristina Gavião; Cardozo, Lais Tono; Marcondes, Fernanda Klein – Advances in Physiology Education, 2019
The aim of this work is to describe the "Muscular System Game," created to assist in the teaching-learning process concerning the physiology of the muscular system, and to evaluate its effect on the learning of university students. Participating in this study were first-year undergraduate students of the pharmacy course (game group, n =…
Descriptors: Physiology, Human Body, Undergraduate Students, Nursing Education
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Giles, Kelly; Shuyler, Kristen; Evans, Andrew; Reed, Jon – Public Services Quarterly, 2019
Librarians and staff at a public university drew upon previous experience with instructional games to develop, implement, and assess a card game as a library orientation activity for new transfer students. This project was shaped by a desire to meet transfer students' unique needs as well as the logistical constraints associated with the…
Descriptors: Library Instruction, Educational Games, Academic Libraries, Librarians
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Palm-Forster, Leah H.; Duke, Joshua M. – Journal of Economic Education, 2019
Traffic congestion and road tolls are familiar economic concepts for most undergraduates; however, students often have difficulty explaining exactly how theoretical principles like externalities and social welfare are related to their real-world experiences, such as driving. The authors present a classroom exercise to demonstrate how congestion…
Descriptors: Economics Education, Class Activities, Microeconomics, Transportation
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Tocu, Adrian; Beldiman, Iuliana; Cruceat, Alin; Butean, Alexandru – International Association for Development of the Information Society, 2019
This paper presents an ongoing development process for an experimental application that aims to train an inexperienced user to operate a mobile device and receive Augmented Reality (AR) guidelines for basic pick-and-place operations. The purpose of the presented work is to offer a learning environment for placing multiple physical tools in…
Descriptors: Telecommunications, Handheld Devices, Computer Simulation, Educational Games
Kai, Shiming – ProQuest LLC, 2019
This dissertation research focuses on investigating the incidence of student self-regulated learning behavior, and examines patterns in student affective states that accompany such self-regulated behavior. This dissertation leverages prediction models of student affective states in the Physics Playground educational game platform to identify…
Descriptors: Physics, Educational Games, Psychological Patterns, Student Behavior
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Lin, Cheng-Ta – Turkish Online Journal of Educational Technology - TOJET, 2023
A purposive sampling was conducted with 109 students from Anding elementary school, Taiwan. First, we found perceived ease of learning, enjoyment, self-efficacy, social interaction and learning attitude have significant differences between integrated teaching approach and Spoon-feeding instruction in this study. Second, the research framework has…
Descriptors: Computer Assisted Instruction, Elementary School Students, Difficulty Level, Student Attitudes
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Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
Dressman, Mark; Lee, Ju Seong; Perrot, Laurent – John Wiley & Sons, Inc, 2023
"English Language Learning in the Digital Age" is a comprehensive introduction to the theoretical background and real-world application of IDLE (Informal Digital Learning of English). Designed for teachers and future teachers preparing to teach English as a second or other language, this highly practical guide focuses on incorporating…
Descriptors: English Language Learners, English (Second Language), Language Teachers, Student Centered Learning
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Heng-Sheng Lin; Chih-Yun Chiang; Cheng-Wei Huang; Chao-Cian Wu; Shuo-Jun Hong – International Journal of Game-Based Learning, 2025
Taiwanese students learn Chinese from 3 years old using Bopomofo (Zhuyin Fuhao), but they still struggle with spelling and reading, even in middle school. Thus, we guided students still struggling to read Chinese text to use their logical skills and creativity to incorporate the Bopomofo phonetic alphabet into the Rummikub strategy board game.…
Descriptors: Foreign Countries, Learning Motivation, Active Learning, Feedback (Response)
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Oluwatoyin Ayodele Ajani, Editor – IGI Global, 2025
By integrating digital tools and resources into teacher training programs, future educators can develop the skills to create personalized learning experiences for all students, including those with disabilities or language barriers. Technology enables differentiated instruction, facilitates accessible content, and provides real-time feedback,…
Descriptors: Teacher Empowerment, Preservice Teachers, Inclusion, Technology Uses in Education
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Jhon Holguin-Alvarez; Juana Cruz-Montero; Jenny Ruiz-Salazar; Raquel Leonor Atoche Wong; Irene Merino-Flores – Contemporary Educational Technology, 2025
The application of gamification methods is still complex for most Latin American teachers who apply gamified pedagogies. Many confuse their nature with cognitivist classes that are totally confusing when using gamified tools for active learning of their students. The background information states the reduction of academic obstacles for students to…
Descriptors: Feedback (Response), Gamification, Cognitive Processes, Educational Technology
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