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Ribeiro, Maria do Céu – Research in Social Sciences and Technology, 2019
This article focuses on analog and digital game play and the challenges it poses to future teachers in an educational context. For that, a review of the literature on the subject was made, addressing the theories of Piaget and Vygotsky. We refer to the game as a pedagogical resource, its relation to the teaching-learning process, and its role in…
Descriptors: Game Based Learning, Elementary School Students, Children, Skill Development
Robson, Karen – Journal of Marketing Education, 2019
Gamification is increasingly being implemented in higher education to engage students. This article presents a gamified pedagogical exercise intended to motivate students to consider how their in-person and digital behaviors affect their personal brands. Students receive and lose points for various behaviors and reflect on whether these behaviors…
Descriptors: Assignments, Higher Education, Teaching Methods, Student Behavior
Yerys, Benjamin E.; Bertollo, Jennifer R.; Kenworthy, Lauren; Dawson, Geraldine; Marco, Elysa J.; Schultz, Robert T.; Sikich, Linmarie – Journal of Autism and Developmental Disorders, 2019
The presence of attention deficit/hyperactivity disorder (ADHD) symptoms in children with autism spectrum disorder (ASD) is associated with worse cognitive control. Children with ASD and ADHD often respond poorly to medications, thus we need alternative treatments. We examined the feasibility, acceptability, and preliminary efficacy of Project…
Descriptors: Autism, Pervasive Developmental Disorders, Attention Deficit Hyperactivity Disorder, Symptoms (Individual Disorders)
Srisawasdi, Niwat; Panjaburee, Patcharin – Journal of Science Education and Technology, 2019
Many studies have used the potential of computer games to promote students' attitudes toward learning and increase their learning performance. A few studies have transformed scientific content into computer games or developed games with scientific content. In this paper, we employed students' common misconceptions of chemistry regarding the…
Descriptors: Program Implementation, Computer Games, Active Learning, Inquiry
Ekinci, Nurullah Emir; Yalcin, Ilimdar; Ayhan, Cihan – World Journal of Education, 2019
The aim of this study was to examine the loneliness levels of students at the middle school level and their digital game addictions in terms of various variables. The study group consisted of 404 volunteer students in 5th-8th grade in Kutahya, Turkey. As data collection tools, "Digital Game Addiction Scale", developed by Lemmens et al.…
Descriptors: Psychological Patterns, Middle School Students, Foreign Countries, Computer Games
Denham, André R. – British Journal of Educational Technology, 2019
Currently there are few pedagogical models available for mathematics teachers who are interested in digital game-based learning. The Play Curricular-activity Reflection and Discussion (PCaRD) model attempts to address this, but lacks the needed exploratory research on its implementation within formal mathematics classrooms. Through the use of…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Computer Games
Marín, B.; Frez, J.; Cruz-Lemus, J.; Genero, M. – ACM Transactions on Computing Education, 2019
Context: Programming courses are compulsory for most engineering degrees, but students' performance on these courses is often not as good as expected. Programming is difficult for students to learn, given that it includes a lot of new, complex, and abstract topics. All of this has led experts to the conclusion that new teaching techniques are…
Descriptors: Programming, Game Based Learning, Engineering Education, College Freshmen
Nguyen, Huy; Wang, Yeyu; Stamper, John; McLaren, Bruce M. – International Educational Data Mining Society, 2019
Knowledge components (KCs) define the underlying skill model of intelligent educational software, and they are critical to understanding and improving the efficacy of learning technology. In this research, we show how learning curve analysis is used to fit a KC model--one that was created after use of the learning technology--which can then be…
Descriptors: Middle School Students, Knowledge Representation, Models, Computer Games
Gadzikowski, Ann – Parenting for High Potential, 2016
In 2012, the National Association for the Education of Young Children (NAEYC) revised its position statement regarding the appropriate use of technology in early childhood classrooms. The increased accessibility of touch screens on tablets and smart phones led to this revision, which moves the conversation from the question of "When shall we…
Descriptors: Coding, Robotics, Young Children, Appropriate Technology
Butler, Deirdre; Brown, Mark; Críosta, Gar Mac – International Association for Development of the Information Society, 2016
This paper describes a unique project known as MindRising Games. It reports how the innovative use of Minecraft™ combined with the principles of mindfulness and meaningful learning contributed to rich digital story telling. MindRising Games was a competition, which was part of the 100-year commemoration of the Easter Rising, designed to celebrate…
Descriptors: Metacognition, Learning, Competition, Story Telling
Alhebshi, Amal Abdullah; Gamlo, Nada – Arab World English Journal, 2022
Mastering vocabulary can be a challenge as a great deal of information is delivered in intensive English courses. This study investigates the effects of mobile games on EFL students' vocabulary acquisition via the "Quizizz" application. A total of 56 female foundation year students from a Saudi Arabian university participated in this…
Descriptors: Computer Games, Computer Assisted Instruction, Intensive Language Courses, Second Language Learning
Demir, Ümit – ECNU Review of Education, 2022
Purpose: This study aims to research the impact of the e-learning environment, in which game-based education software was used, on the learning of students with intellectual disabilities. Design/Approach/Methods: The study group consisted of 34 students with intellectual disabilities studying at a special education vocational school in C¸…
Descriptors: Students with Disabilities, Geometric Concepts, Educational Games, Game Based Learning
Barwood, Donna; Smith, Sandra; Miller, Margaret; Boston, Julie; Masek, Martin; Devine, Amanda – Australian Journal of Teacher Education, 2020
The development of healthy eating habits in adolescents is challenging. Resultantly, health educators are turning to digital devices to engage young people in nutrition education. This paper focuses on the development and evaluation of a computer game (Test Game B) to support healthier food choices. Test Game B was developed at an Australian…
Descriptors: Foreign Countries, Eating Habits, Adolescents, Nutrition Instruction
Jin, Ge; Nakayama, Shoji; Tu, Manghui – Journal of Education and Learning (EduLearn), 2020
Safety and security education are important part of technology related education, because of recent number of increase in safety and security related incidents. Game based learning is an emerging and rapidly advancing forms of computer-assisted instruction. Game based learning for safety and security education enables students to learn concepts…
Descriptors: Game Based Learning, Simulated Environment, Computer Games, Physical Environment
Yesilbag, Serkan; Korkmaz, Özgen; Çakir, Recep – Education and Information Technologies, 2020
This study aims to determine the effects of educational computer games on the tenth grades students' academic achievement and attitudes towards the course. The research was conducted with 60 tenth-grade students attending an Anatolian high school during the school year of 2019-2020. The study was designed as a quasi-experimental design with a pre…
Descriptors: Educational Games, Computer Games, Game Based Learning, Academic Achievement