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Franciosi, Stephan J. – ProQuest LLC, 2014
Digital Game-Based Learning (DGBL) is an innovative educational approach that is becoming increasingly popular among researchers and practitioners in technologically advanced countries in the West, but is largely unknown or ignored in the instruction of Foreign Languages (FL) in Japanese higher education. This is problematic because more interest…
Descriptors: Second Language Learning, Second Language Instruction, College Faculty, Language Teachers
Smith, Stephen W.; Daunic, Ann P.; Algina, James; Pitts, Donna L.; Merrill, Kristen L.; Cumming, Michelle M.; Allen, Courtney – Journal of Emotional and Behavioral Disorders, 2017
Maladaptive adolescent behavior patterns often create escalating conflict with adults and peers, leading to poor long-term social trajectories. To address this, school-based behavior management often consists of contingent reinforcement for appropriate behavior, behavior reduction procedures, and placement in self-contained or alternative…
Descriptors: Self Control, Student Behavior, Emotional Disturbances, Behavior Disorders
Gonzalez-Espada, Wilson J. – Physics Teacher, 2012
Many of us have played the PC Solitaire game that comes as standard software in many computers. Although I am not a great player, occasionally I win a game or two. The game celebrates my accomplishment by pushing the cards forward, one at a time, falling gracefully in what appears to look like a parabolic path in a drag-free environment. One day,…
Descriptors: Physics, Computer Games, Science Instruction, Science Activities
Lin, Chi-Jen; Hwang, Gwo-Jen; Fu, Qing-Ke; Chen, Jing-Fang – Educational Technology & Society, 2018
English business writing is an important and challenging course for English as Foreign Language (EFL) students since it is not only related to English writing skills, but also to business knowledge. Context-game based learning seems to be a good approach to situating students in a meaningful and interesting practicing environment, which could…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Business Communication
All, Anissa; Van Looy, Jan; Castellar, Elena Patricia Nuñez – International Journal of Game-Based Learning, 2013
This study explores the added value of co-design in addition to other innovation research methods in the process of developing a serious game design document for a road safety game. The sessions aimed at exploring 4 aspects of a location-based game experience: themes, game mechanics, mobile phone applications and locations for mini-games. In…
Descriptors: Traffic Safety, Educational Games, Design, Computer Games
Nash, Padraig; Shaffer, David Williamson – Instructional Science: An International Journal of the Learning Sciences, 2013
Innovative professionals rely on a specific ways of thinking to solve the nonstandard problems that come up in practice (Goodwin, "Am Anthropol" 96(3):606-633, 1994; Schön, "The Reflective Practitioner: How Professionals Think in Action," 1983; "Educating the Reflective Practitioner: Toward a New Design for Teaching and…
Descriptors: Foreign Countries, Reflection, Epistemology, Mentors
White, Lars O.; Wu, Jia; Borelli, Jessica L.; Mayes, Linda C.; Crowley, Michael J. – Developmental Science, 2013
Reunion behavior following stressful separations from caregivers is often considered the single most sensitive clue to infant attachment patterns. Extending these ideas to middle childhood/early adolescence, we examined participants' neural responses to reunion with peers who had previously excluded them. We recorded event-related potentials…
Descriptors: Attachment Behavior, Peer Relationship, Early Adolescents, Adolescents
Vrasidas, Charalambos; Solomou, Maria – Educational Media International, 2013
The purpose of this research was to examine the affordances and opportunities from using online games in teacher professional development. Following an educational design research approach, we developed an environment to provide opportunities for in-service teachers to engage in-game-based activities. Our work presented in this manuscript was of…
Descriptors: Computer Games, Inservice Teacher Education, Computer Uses in Education, Student Attitudes
Siewiorek, Anna; Gegenfurtner, Andreas; Lainema, Timo; Saarinen, Eeli; Lehtinen, Erno – British Journal of Educational Technology, 2013
The objective of this study is to elucidate new information on the possibility of leadership training through business computer-simulation gaming in a virtual working context. In the study, a business-simulation gaming session was organised for graduate students ("n"?=?26). The participants played the simulation game in virtual teams…
Descriptors: Computer Simulation, Computer Games, Leadership Styles, Graduate Students
Radovanovic, Vesna – British Journal of Special Education, 2013
The purpose of this research was to examine the influence of specialised software on the visual-motor integration of profoundly deaf children. The research sample was made up of 70 students aged from seven to 10, 43 of whom formed the experimental group and 27 the control group. The students in the experimental group used computers once a week…
Descriptors: Deafness, Children, Control Groups, Intelligence Quotient
Hämäläinen, Raija; De Wever, Bram – International Journal of Computer-Supported Collaborative Learning, 2013
This study focuses on vocational education teachers' instructional activities in a new technology-enhanced learning (TEL) setting. A content analysis is applied to investigate teachers' and students' interactions in a 3D game context. The findings illustrate that when teachers' and students' interactions are mediated by a…
Descriptors: Technology Uses in Education, Educational Technology, Vocational Education, Educational Games
Conati, Cristina; Jaques, Natasha; Muir, Mary – International Journal of Artificial Intelligence in Education, 2013
This paper presents a user study that investigates the factors affecting student attention to user-adaptive hints during interaction with an educational computer game. The study focuses on Prime Climb, an educational game designed to provide individualized support for learning number factorization skills in the form of textual hints based on a…
Descriptors: Eye Movements, Interaction, Educational Games, Computer Games
Obersteiner, Andreas; Reiss, Kristina; Ufer, Stefan – Learning and Instruction, 2013
Theories of psychology and mathematics education recommend two instructional approaches to develop students' mental representations of number: The "exact" approach focuses on the development of exact representations of organized dot patterns; the "approximate" approach focuses on the approximate representation of analogue magnitudes. This study…
Descriptors: Numbers, Arithmetic, Mathematics Skills, Grade 1
Neville, Karen; Heavin, Ciara – Electronic Journal of e-Learning, 2013
The emergence of social media has forced educators to think differently about the way learning occurs. Students and practitioners alike are using new technologies to connect with peers/colleagues, share ideas, resources and experiences for extracurricular activities. The social business gaming platform considered in this study leverages the social…
Descriptors: Foreign Countries, Social Networks, Internet, Computer Security
Marston, Hannah R. – Educational Gerontology, 2013
There were two objectives to this study: (a) to establish flow and (2) to establish whether computer game interaction or content was important to the older adult, using the Nintendo Wii and the Sony PlayStation 2 consoles. An earlier study had identified the sports genre as a preference, and three games (golf, tennis, and boxing) were selected…
Descriptors: Older Adults, Computer Games, Surveys, Measures (Individuals)

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