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Christian, Nicholas; Akujobi, Innocent; Saha, Munmun; Korzaan, Melinda – Information Systems Education Journal, 2018
Advanced Competition Simulations (ACS), a massive multiplayer online (MMO) strategy gaming company, has petabytes of customer data at their data center in Brentwood, Tennessee that could assist executives with decision making, but they currently do not have business intelligence software or a business intelligence and analytics (BIA) team. As is…
Descriptors: Computer Games, Computer Simulation, Business, Intelligence
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Bereitschaft, Bradley – Journal of Geography, 2016
For millions of gamers and students alike, city building games (CBGs) like SimCity and the more recent Cities: Skylines present a compelling initial introduction to the world of urban planning and development. As such, these games have great potential to shape players' understanding and expectations of real urban patterns and processes. In this…
Descriptors: Computer Games, Teaching Methods, Urban Areas, Transportation
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Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving
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Broza, Orit; Kolikant, Yifat Ben-David – International Journal of Game-Based Learning, 2020
This study focuses on the interactions between students, their peers, their teacher, and digital game-based multiple supports provided by a rich learning environment designed in order to promote meaningful mathematics among low-achieving students. Attempting to identify which aspects of the setting facilitated meaningful learning and which were…
Descriptors: Game Based Learning, Computer Games, Simulated Environment, Low Achievement
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Kohnke, Lucas – International Journal of Computer-Assisted Language Learning and Teaching, 2020
In recent years, the widespread growth of mobile-assisted language learning using apps has made English vocabulary learning increasingly accessible. This study investigated students' perceptions of a vocabulary learning app developed by the researcher as a tool to help them to improve their L2 receptive vocabulary. The app, containing 20 levels,…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
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Shliakhovchuk, Elena; Muñoz García, Adolfo – Educational Sciences: Theory and Practice, 2020
The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the…
Descriptors: Video Games, Cultural Awareness, Intercultural Communication, Cooperation
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Zhu, Meina; Basdogan, Merve; Bonk, Curtis J. – Contemporary Educational Technology, 2020
Instructional design and training skills have become a key competency that is expected of public health professionals. However, the research on educating public health students as instructional designers (ID) is lacking. The purpose of this study is to better understand how novice IDs design trainings using their design judgment in an authentic…
Descriptors: Instructional Design, Public Health, Teaching Methods, Curriculum Development
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Pellerin, Martine – Research-publishing.net, 2020
The paper examines how the game Minecraft can be used as a new digital learning environment in the context of second language teaching and learning. It explores how the concepts of digital space and digital place within the new 3D digital environment can contribute to reshaping the language learners' experience and promote greater engagement in…
Descriptors: Second Language Instruction, Second Language Learning, Elementary School Students, French
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Hakan Akcay, Editor; Mevlut Unal, Editor; M. Lutfi Ciddi, Editor – International Society for Technology, Education, and Science, 2024
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on April 27-30, 2024, in Antalya, Turkey. The aim of the conference is to offer opportunities to share…
Descriptors: Mathematics Education, Numeracy, Algebra, Mathematical Logic
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Ashley, Christy – Marketing Education Review, 2019
Undergraduate marketing majors who were enrolled in the senior-level marketing capstone course engaged with current marketing news from credible sources and practiced data visualization as part of a teaching innovation, Fantasy Brand Leagues. The ten-week assignment treated brands like players in a game modeled after Fantasy Football. The…
Descriptors: Undergraduate Students, Marketing, Capstone Experiences, Independent Study
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Roodt, Sumarie; Ryklief, Yusuf – International Journal of Game-Based Learning, 2019
Educators have started exploring the potential of digital game-based learning (DGBL) to enhance the learning experience of students. The objective of this experimental research was to explore the potential of DGBL to improve the academic efficiency among vocational education students in South Africa. Students were separated into two groups, an…
Descriptors: Game Based Learning, Vocational Education, Academic Achievement, Foreign Countries
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Ke, Fengfeng – Educational Technology Research and Development, 2019
This mixed methods study is aimed to examine the feasibility of integrating mathematical problem solving with architectural design via a 3D epistemic simulation game to promote active mathematics learning for middle-school students. The experimental-control pretest/posttest group design was adopted to examine whether the experience of interacting…
Descriptors: Educational Games, Computer Games, Computer Simulation, Game Based Learning
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Bartholomew, Scott R.; Zhang, Liwei – Technology and Engineering Teacher, 2019
Although there are over 320,000 health and fitness apps available on major app stores, there is scant evidence that they actually promote a healthier lifestyle, assist users in exercising, or promote weight loss. This article presents a lesson plan using an Arduino for integrating computational thinking and game design with middle school students…
Descriptors: Technology Education, Engineering Education, Relevance (Education), Physical Fitness
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Bolton, Ruth N.; Chapman, Randall G.; Mills, Adam J. – Journal of Marketing Education, 2019
A marketing simulation represents a comprehensive and integrative business environment in which students actively manage firms that compete against each other. This article describes how marketing simulations harness digital disruption to enhance learning processes and outcomes and (ultimately) prepare students for their future careers. The…
Descriptors: Marketing, Teaching Methods, Learning Processes, Competition
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Valério Neto, Luiz; Fontoura Junior, Paulo H. F.; Bordini, Rogério A.; Otsuka, Joice L.; Beder, Delano M. – Educational Technology & Society, 2019
In the last decade many studies have stated that learning based on digital games emerges as an effective way to combine teaching and learning processes with the attractiveness of digital technologies, because they are dynamic and playful. However, the vast majority of these digital resources -- such as educational games -- are still essentially…
Descriptors: Educational Games, Visual Impairments, Inclusion, Computer Games
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