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Sheridan, Kimberly M.; Clark, Kevin; Williams, Asia – Urban Education, 2013
Collaboration (GDMC), an informal education program in 3D computer modeling and 2D interactive game design serving primarily African American youth aged 7 to 19 years in the Washington, D.C. metro area, transformed from a program designed and taught by adults to one designed and taught by youth. In Year 1, 8% of youth participants held a…
Descriptors: Urban Education, Informal Education, Youth Programs, African American Students
Sweet, Shauna J.; Rupp, Andre A. – Journal of Educational Data Mining, 2012
The "evidence-centered design" (ECD) framework is a powerful tool that supports careful and critical thinking about the identification and accumulation of evidence in assessment contexts. In this paper, we demonstrate how the ECD framework provides critical support for designing simulation studies to investigate statistical methods…
Descriptors: Epistemology, Computer Games, Educational Games, Simulation
Bunch, James Charles – ProQuest LLC, 2012
The purpose of this study was twofold: 1) to compare the effectiveness of two teaching methods (i.e., lecture/discussion and digital game-based learning) on student achievement in agriculture and mathematics regarding a unit on swine diseases in animal science courses offered through secondary agricultural education programs in Oklahoma; 2) to…
Descriptors: Computer Games, Agricultural Education, Secondary School Students, Animal Husbandry
Clark, Colin Travis – ProQuest LLC, 2012
Young children must develop basic concepts of numeracy--one being that numbers have magnitudes that increase linearly--before they are able to succeed in mathematics. Children from low-income families have been found to be at a greater disadvantage in the development of numeracy, but this disadvantage can be overcome through the use of a simple…
Descriptors: Numeracy, Number Concepts, Young Children, Games
Liang, Mei-Ya – Computer Assisted Language Learning, 2012
This article reports on an explorative case study which, in the first place, aimed to ascertain different types of foreign language play in online role-playing in "Second Life," and which, secondly aimed to describe how various sources of contextual support can explain this foreign language play. Students' written conversation was…
Descriptors: Learning Activities, Semantics, Vignettes, Computer Games
Meyer, W. Max – Cultural Studies of Science Education, 2012
Analyses of the game "Spore" have centered on the important issues of accuracy of evolution content and engendering interest in science. This paper suggests that examination of the degree of scaffolding necessary to use the game in pedagogy is a missing part of the discussion, and then questions the longevity of the "Spore" discussion relative to…
Descriptors: Science Interests, Educational Environment, Science Instruction, Educational Technology
Kovalik, Cindy L.; Kuo, Chia-Ling – Simulation & Gaming, 2012
This research project investigated student reaction to playing the DIFFUSION SIMULATION GAME (DSG) and how an instructor, who is a novice in playing online games, implemented the DSG in an online higher education course. The goal of this research project was to determine whether playing the DSG helps students learn and apply course content. In…
Descriptors: Computer Games, Educational Games, Computer Simulation, Innovation
Brysch, Carmen P.; Huynh, Niem Tu; Scholz, Michael – Journal of Geography, 2012
Computer games, whether accessed online or through commercial software, have learning potential in educational settings. However, alignment with national, state, or local curriculum requirements can create a barrier. The purpose of this study was to conduct a content analysis of selected games that could be used in a sixth grade geography or…
Descriptors: Geography, National Standards, Computers, Content Analysis
Kickmeier-Rust, Michael D.; Mattheiss, Elke; Steiner, Christina; Albert, Dietrich – International Journal of Game-Based Learning, 2011
One of the trump cards of digital educational games is their enormous intrinsic motivational potential. Although learning game design is often understood on a one-fitsall level, the actual motivational strength of an educational game strongly depends on the individual learners, their very specific goals, preferences, abilities, strength and…
Descriptors: Educational Games, Computer Games, Psychoeducational Methods, Learning Motivation
Bosche, Wolfgang; Kattner, Florian – International Journal of Game-Based Learning, 2011
Digital games and their power as a tool for acquiring knowledge, training skills and changing behavior are--for some laymen--associated with rather negative concepts, and are thought to pose a general health risk. This paper shortly reviews and evaluates the scientific evidence for both positive and negative outcomes. It describes how particularly…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Games
Kyzy, Jyldyz Tabyldy – International Journal of Virtual and Personal Learning Environments, 2011
Decisions on both personal and public matters benefit significantly if uncertainties and risks are handled with more care and accuracy. It is crucial to refine and express degrees of confidence and subjective probabilities of various outcomes. Experience, intuition, and skills help make the most of uncertain information. This paper proposes a…
Descriptors: Decision Making, Computer Games, Design, Feedback (Response)
Meyer, Brad C.; Bishop, Debra S. – Decision Sciences Journal of Innovative Education, 2011
Students are put in the role of a manager who watches inventory levels decrease and must order at the right time and in the right quantity to minimize costs. This interactive game requires the students to race against time and has levels of increasing difficulty. It introduces the students to the concepts of holding cost, ordering cost, backlog…
Descriptors: Internet, Computer Games, Student Role, Role Playing
Weinstein, Margery – Training, 2011
A changing mindset combined with changing technology is driving the use of games and simulations. People are becoming more open to using games and simulations for learning, and, at the same time, the technologies are making the development of games and simulations easier and faster than a mere five years ago. Together, the changing mindset and the…
Descriptors: Electronic Learning, Case Studies, Computer Interfaces, Computer Graphics
Sánchez, Inmaculada Arnedillo, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2018
These proceedings contain the papers of the 14th International Conference on Mobile Learning 2018, which was organised by the International Association for Development of the Information Society, in Lisbon, Portugal, April 14-16, 2018. The Mobile Learning 2018 Conference seeks to provide a forum for the presentation and discussion of mobile…
Descriptors: Electronic Learning, Educational Research, Data Collection, Data Analysis
Holmes, Venita – Houston Independent School District, 2013
Using a pre-post design, this study evaluates the association between participating in a science game (NDE) and science energy knowledge and science interest. A survey was used to explore teacher perceptions of the game on their instructional practices. Outcome measures were collected at the individual level and the game was played at the team…
Descriptors: Energy, Educational Technology, Technology Uses in Education, Educational Games