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An, Yun-Jo; Cao, Li – TechTrends: Linking Research and Practice to Improve Learning, 2017
Researchers have investigated how gameplay and other related activities influence teachers' attitudes toward and perceptions of games or game-based learning. Taking one step further, this study was conducted to investigate how game design experience influences teachers' attitudes toward and perceptions of the use of digital games in the classroom…
Descriptors: Design, Teacher Attitudes, Educational Games, Statistical Analysis
Berson, Ilene R.; Berson, Michael J.; Snow, Bert – Social Education, 2017
Game-based learning not only contributes to a learning environment that is interesting and engaging for students but also fosters collaboration while meeting educational goals. Recognizing the potential of digital games to promote primary-source use for discovery and problem-solving, the Library of Congress established funding to advance the…
Descriptors: Primary Sources, Computer Software, Computer Assisted Instruction, Educational Games
Baron, Tyler – ProQuest LLC, 2017
Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the…
Descriptors: Educational Games, Course Content, Engineering, Models
Bailey, Sean D. – ProQuest LLC, 2017
An ever-growing trend in education is the integration of mobile devices in the school setting, especially considering the abundance of research available on BYOD (Bring Your Own Device). Not surprisingly, a common concern found is the lack of student interest in educational applications. This capstone reports a summary of the research, design, and…
Descriptors: Educational Games, Handheld Devices, Technology Integration, Computer Oriented Programs
Hinds, Matthew; Baghaei, Nilufar; Ragon, Pedrito; Lambert, Jonathon; Rajakaruna, Tharindu; Houghton, Travers; Dacey, Simon – International Association for Development of the Information Society, 2017
Programming promotes critical thinking, problem solving and analytic skills through creating solutions that can solve everyday problems. However, learning programming can be a daunting experience for a lot of students. "RunJumpCode" is an educational 2D platformer video game, designed and developed in Unity, to teach players the…
Descriptors: Educational Games, Video Games, Computer Science Education, Programming
Almeida, Fernando L. F. – Online Submission, 2017
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of transmitting educational content or training to the user. In the context of entrepreneurship, serious games appear…
Descriptors: Classroom Techniques, Entrepreneurship, Educational Games, Learning Strategies
Kao, Dominic; Harrell, D. Fox – AERA Online Paper Repository, 2017
The results of over twenty-five years of research seem clear: the addition of seductive visual details in video games hinders performance of learners (Garner, Gillingham, & White, 1989; Thalheimer, 2004; Rey, 2012). Yet, countless other research results propose the opposite: that visual embellishments and well-designed ambiguity instead…
Descriptors: Video Games, Educational Games, Computer Games, Visual Stimuli
Groves, Emily A.; Austin, Jennifer L. – Journal of Applied Behavior Analysis, 2017
The Good Behavior Game (GBG) uses an interdependent group contingency to improve classroom behavior. Despite the wealth of research on the effectiveness of the GBG, some teachers may have concerns about their students' abilities to work in teams, particularly if they have a history of poor social skills. We used an alternating treatments design to…
Descriptors: Educational Games, Class Activities, Classroom Techniques, Program Evaluation
Kiss, Elizabeth A.; Redlo, Jesse M. – Journal of Intellectual Disabilities, 2021
The Center for Disease Control (CDC) recommended that direct support professionals (DSPs) take additional steps to protect people with disabilities during COVID-19 and receive training on the use of personal protective equipment and infection prevention. The Golisano Institute for Developmental Disability Nursing identified this as an unmet need…
Descriptors: Disabilities, COVID-19, Pandemics, Health Needs
Akçelik, Derya; Eyüp, Bircan – Education Quarterly Reviews, 2021
The purpose of the research is two-fold: firstly, to determine the effect of vocabulary teaching with intelligence games on the vocabulary knowledge of refugee students studying in primary school and learning Turkish as a second language, and secondly to investigate the opinions of the students about vocabulary teaching with intelligence games.…
Descriptors: Educational Games, Game Based Learning, Vocabulary Development, Knowledge Level
Jones, Karis; Storm, Scott; Castillo, Jennifer; Karbachinskiy, Sasha – Journal of Language and Literacy Education, 2021
We explore our experiences with roleplaying games across learning environments, chasing communal questions such as: how can teachers engage with the possibilities of roleplaying in classroom spaces, and how can we leverage such practices to open up spaces for youth to bodily experience texts, express identities, and imagine new worlds? This…
Descriptors: Role Playing, Educational Games, Teaching Methods, Self Concept
Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
Egan, Suzanne M.; Beatty, Chloé – Irish Educational Studies, 2021
The aim of the current study was to investigate how children in Ireland adapted to the change in schooling, and particularly their use of screen devices to support their learning at home, during a period of lockdown due to the COVID-19 crisis in early 2020. This research draws on data from 506 parents of children aged 1-10 years in Ireland who…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
Jayantilal, Kumar; O'Leary, Nick – Education 3-13, 2021
Research studies investigating the occupational socialization of primary teachers delivering physical education has been conspicuous by its absence (O'Leary, N. 2019. "Teacher socialization in physical education: new perspectives." "Sport, Education and Society" 24 (6): 668-671). Using Lawson's, H. (1986. "Occupational…
Descriptors: Teacher Attitudes, Socialization, Physical Education, Educational Games
Amir, Nazir; Abdullah, Nor'Aini Bte – Physics Education, 2021
A way to promote student interest and engagement in physics is by capitalizing on students' skills in arts and crafts to design and make physics-based toys. This article illustrates how two students (averaging 14 years of age) in the authors' science class designed and fabricated a variation of a physics-based teaching aid that demonstrates the…
Descriptors: Foreign Countries, Science Interests, Physics, Learner Engagement

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