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Buil, I.; Catalán, S.; Martínez, E. – Journal of Computer Assisted Learning, 2018
Business simulation games are a motivational and engaging tool for teaching business management. However, relatively little is known about what factors contribute to their success. This study explores the role of flow experienced while using business simulation games. Specifically, this research investigates the influence of challenge, skills,…
Descriptors: Undergraduate Students, Business Administration Education, Educational Games, Simulation
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Alontaga, Jasper Vincent Q. – Education Sciences, 2018
Access to computer technology is essential in developing 21st century skills. One venue that serves to bridge the gap in terms of access is internet shops (also known cybercafés or internet cafés). As such, it is important to examine the type of activities internet shop users engage in and how they develop and relate to their e-learning readiness.…
Descriptors: Internet, Electronic Learning, Learning Readiness, Access to Computers
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Hourdequin, Peter; Tani, Seiji; Bando, Tetsuya; Ponvarut, Jirayu – set: Research Information for Teachers, 2018
This article discusses our experiments to create more engaged participation and build sustainability literacy among students in a voluntary "game lab" on two different campuses of our Japanese university. Though we found the game lab to be a successful vehicle for language learning, community building, and traversing disciplinary…
Descriptors: Foreign Countries, Sustainable Development, Game Based Learning, Interdisciplinary Approach
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Glass, Graham – Childhood Education, 2018
New classroom practices can be brought into the classroom that engage students through their enjoyment of games, while building their confidence and bolstering their understanding that mistakes are valuable stops along the journey to understanding.
Descriptors: Teaching Methods, Learner Engagement, Educational Games, Elementary School Students
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Harris, Emily; Winterbottom, Mark – Journal of Biological Education, 2018
Research into how and what families learn in science museums and other informal science learning settings suggests that parent-child interactions play an important role in shaping children's learning experiences. Our exploratory case study set out to discover and analyse learning happening within family groups during a visit to a traditional…
Descriptors: Science Instruction, Museums, Informal Education, Parent Child Relationship
Özeke, Vildan – Online Submission, 2018
There are many mobile applications (apps) for learning in Google Play Store. People usually evaluate the apps based on their personal view/criteria, and others have an idea about that app with its rating score and/or user comments. This study, aims to analyze the educational mobile apps objectively by using a reliable rubric tool; REVEAC (Rubric…
Descriptors: Computer Oriented Programs, Educational Games, Foreign Countries, Preschool Children
Paniagua, Alejandro; Istance, David – OECD Publishing, 2018
Pedagogy is at the heart of teaching and learning. Preparing young people to become lifelong learners with a deep knowledge of subject matter and a broad set of social skills requires a better understanding of how pedagogy influences learning. Focusing on pedagogies shifts the perception of teachers from technicians who strive to attain the…
Descriptors: Teacher Role, Educational Innovation, Teaching Methods, Creativity
Richard, Gabriela T. – Educational Technology, 2017
Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…
Descriptors: Video Games, Cultural Context, Design Preferences, Equal Education
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Xu, Hao; Song, Donglei; Yu, Tao; Tavares, Adriano – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Many attempts at personalisation have been made in education. They all collect learning data and analyse learning behaviours, and ultimately achieve personalised learning dynamically. However, further research is needed on the ways to effectively access and analyse information about learning within an enjoyable environment and with positive…
Descriptors: Case Studies, Learning Experience, Knowledge Management, Teaching Methods
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Whitton, Nicola; Maclure, Maggie – Discourse: Studies in the Cultural Politics of Education, 2017
Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…
Descriptors: Video Games, Teaching Methods, Educational Games, Technology Uses in Education
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Seidl, Tobias – International Journal of Game-Based Learning, 2017
Teamwork and cooperation are important 21st century skills and therefore important parts of the higher education curriculum. Following Kolb's "experiential learning cycle" model a combination of project work and moderated reflection can help students to acquire these skills. This article elaborates how LEGO® Serious Play® (LSP) can be…
Descriptors: Case Studies, Educational Games, Teamwork, Cooperative Learning
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Javaid, Osman – International Journal of Game-Based Learning, 2017
This case study tracks the development of a digital induction resource implementing game elements that focuses on the first two stages of Gilly Salmon's Five Stage Model, namely "access and motivation" and "online socialisation" (Salmon, 2011). In the summer of 2016, a prototype was developed and presented at the Playful…
Descriptors: Case Studies, Educational Games, Foreign Countries, Electronic Learning
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Elliott, Steven; Combs, Sue; Huelskamp, Amelia; Hritz, Nancy – Journal of Physical Education, Recreation & Dance, 2017
Creative K-12 health teachers can engage students in large classes by utilizing active learning strategies. Active learning involves engaging students in higher-order tasks, such as analysis and synthesis, which is a crucial element of the movement toward what is commonly called "learner-centered" teaching. Health education teachers who…
Descriptors: Elementary Secondary Education, Learner Engagement, Active Learning, Teaching Methods
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Kollars, Nina; Rosen, Amanda M. – Journal of Political Science Education, 2017
In terms of gamification within political science, some fields-particularly international relations and American politics--have received more attention than others. One of the most underserved parts of the discipline is research methods; a course that, coincidentally, is frequently cited as one that instructors hate to teach and students hate to…
Descriptors: Political Science, Educational Games, Teaching Methods, Politics
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Jayantilal, Kumar; O'Leary, Nick – European Physical Education Review, 2017
The purpose of this study was to explore how a physical education (PE) teacher employed the direct instruction model (DIM) teaching games in a United Kingdom secondary school. The research sought to identify how the teacher utilised the DIM and those factors that influenced his use of the model. Occupational socialization was used to identify the…
Descriptors: Physical Education, Physical Education Teachers, Direct Instruction, Foreign Countries
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