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Selvi, Meryem; Çosan, Ayse Öztürk – Universal Journal of Educational Research, 2018
This study aims to investigate the effects of using scientific educational games in teaching Kingdoms of Living Things on students' academic achievement and retention of knowledge. The study also assessed students' perceptions of these educational games. 68 ninth grade students constitute the study group of this research. In the school in which…
Descriptors: Teaching Methods, Educational Games, Academic Achievement, Student Attitudes
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Hernández Reyna, Martín; Arellano Pimente, J. Jesús; Toledo, Guadalupe Toledo; Hernández López, Miguel Ángel – International Journal of Education and Development using Information and Communication Technology, 2018
In this paper, a playful 3D platform using Kinect as a natural means of user interaction to provide a useful teaching resource is described. This platform acquires knowledge of the components and overall operation of a wind turbine. This platform is implemented as an educational game with three levels. Level 1 is responsible for showing the names…
Descriptors: Teaching Methods, Manipulative Materials, Educational Games, Equipment
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Heafner, Joe – Physics Teacher, 2018
I begin my introductory astronomy course with a unit on critical thinking that focuses on, among other things, the differences between the "scientific method" as frequently presented in textbooks and actual scientific practice. One particular classroom activity uses a simple dice game to simulate observation of a natural phenomenon and…
Descriptors: Astronomy, Science Instruction, Teaching Methods, Educational Games
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Moseley, Alex – International Journal of Game-Based Learning, 2018
The use of real contexts in learning has been of central interest to educational developments such as experiential learning, case studies, work placements and simulations. They centre around the benefits of putting students in realistic situations, using real tools to solve real/realistic problems. A growing number of learning games are making use…
Descriptors: Educational Games, Context Effect, Relevance (Education), Teaching Methods
Andriamiarisoa, Ralai – ProQuest LLC, 2018
Rapid technological advances have created major societal changes, transformed business sectors, and revolutionized enterprises. In contrast, the curricular structure of medical education has remained unchanged for the last 100 years, and, for the most part, medical education has been reluctant to embrace the use of technology. The prevalent…
Descriptors: Cooperative Learning, Cognitive Processes, Educational Games, Teaching Methods
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Akram, Bita; Min, Wookhee; Wiebe, Eric; Mott, Bradford; Boyer, Kristy Elizabeth; Lester, James – International Educational Data Mining Society, 2018
A key affordance of game-based learning environments is their potential to unobtrusively assess student learning without interfering with gameplay. In this paper, we introduce a temporal analytics framework for stealth assessment that analyzes students' problem-solving strategies. The strategy-based temporal analytic framework uses long short-term…
Descriptors: Educational Games, Problem Solving, Educational Environment, Short Term Memory
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Philip Vahey; David Reider; Jillian Orr; Ashley Lewis Presser; Ximena Dominguez – International Journal of Designs for Learning, 2018
The ubiquity of touchscreen, mobile tablet technology has resulted in a plethora of "apps for learning" yet few leverage the learning sciences as a design driver. This paper describes our approach to integrating the learning sciences with best practices in app design: a design framework that involves researchers and developers in a…
Descriptors: Evidence Based Practice, Curriculum Design, Best Practices, Computer Oriented Programs
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
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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
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Ortiz Neira, Ramón Antonio – PROFILE: Issues in Teachers' Professional Development, 2019
This study adopted a mixed method approach with an action research design. The aim was to determine the impact of information gap activities on young English as a foreign language learners' oral fluency. Information gap activities were based on the communicative approach as well as on task-based learning. Twenty-three eighth graders participated…
Descriptors: Instructional Effectiveness, Educational Games, English (Second Language), Second Language Learning
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Coppola, Cristina; Mollo, Monica; Pacelli, Tiziana – European Journal of Psychology of Education, 2019
This paper presents a Vygotskian research device that focuses on collaborative activities based on the manipulation of linguistic objects in a primary school classroom, with 8-9-year-old children. Through social exchanges among the different points of view, the children were engaged in a dynamic process of building and negotiating mathematical…
Descriptors: Language Skills, Elementary School Students, Semantics, Syntax
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Moryl, Rebecca L.; Gabriele, Florencia; Desvira, Jannet – Journal of Economic Education, 2019
In this article, the authors describe an innovative charades-based educational game, HeadsUp! Econ, and its use for effective economics instruction. Results of a self-assessment survey of students demonstrate that implementing HeadsUp! Econ as an active learning game provides students opportunities to: (1) practice identifying which concepts are…
Descriptors: Educational Games, Economics Education, Review (Reexamination), Active Learning
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Rosmansyah, Yusep; Achiruzaman, Mohamad; Hardi, Ariq Bani – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This research proposed a 3D multiuser virtual learning environment (3DMUVLE) educational game design framework by combining ATMSG, ADDIE, E-Simulation, and 3D Open Simulator Technology Architecture. This paper focused on a case study of online training for food crops productivity data surveys. Background: The conventional online…
Descriptors: Virtual Classrooms, Educational Games, Computer Simulation, Data Collection
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Poy, Raquel; García, Marcos – Education for Information, 2019
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones.…
Descriptors: High School Students, Game Based Learning, Video Games, Role Playing
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Silva, Rui; Rodrigues, Ricardo; Leal, Carmem – Accounting Education, 2019
Flow theory is used in this article [Csikszentmihalyi, M. (1990). "The domain of creativity"] to determine whether gamified resources, named Accountingame and Marketingame, possess certain characteristics which, in the form of educational games, increase the performance of Portuguese undergraduate students attending Accounting (N = 816)…
Descriptors: Accounting, Marketing, Business Administration Education, Game Based Learning
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