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Barton, Irving Gary, Jr. – ProQuest LLC, 2017
Military education is held to high standards for our servicemen and women. The purpose of this quantitative, comparative study was to determine if significant differences existed in learning styles relative to military experience as determined by learning in a serious game environment. Study results are expected to advance the state of research in…
Descriptors: Educational Games, Evaluation Methods, Military Training, Comparative Analysis
Sanchez, Diana R. – ProQuest LLC, 2017
Recent years have shown a rise in the application of serious games used by organizations to help trainees learn and practice job related skills (Muntean, 2011). Some sources have projected a continued growth in the development and application of video games for novel purposes (Sanders, 2015). Despite the increasing use of video games for workplace…
Descriptors: Video Games, Educational Games, Comparative Analysis, Outcomes of Education
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McCarthy, Kathryn S.; Johnson, Amy M.; Likens, Aaron D.; Martin, Zachary; McNamara, Danielle S. – Grantee Submission, 2017
Interactive Strategy Training for Active Reading and Thinking (iSTART) is an intelligent tutoring system that supports reading comprehension through self-explanation (SE) training. This study tested how two metacognitive features, presented in a 2 x 2 design, affected students' SE scores during training. The "performance notification"…
Descriptors: Metacognition, Prompting, Intelligent Tutoring Systems, Reading Instruction
Alcock, Marie; Fisher, Michael; Zmuda, Allison – Solution Tree, 2017
It's crucial for 21st century teachers and students to determine together what a student will learn and at what pace. This resource dives deep into questing, a customizable pedagogy tailored to a student's interests, needs, and abilities. Learn how to use questing to engross students in emotionally gripping learning experiences, engage them with…
Descriptors: Thinking Skills, Critical Thinking, Cooperation, Creativity
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Javaid, Maria; Ashrafi, Seema; Zefran, Mil; Steinberg, Arnold D. – IEEE Transactions on Learning Technologies, 2016
This paper describes the development and evaluation of an interactive educational program, "Tooth" "P"lacement and "I"dentification "C"oach ("ToothPIC"). The program uses a game-based learning paradigm and 3D visualization techniques to allow first year dentistry and hygiene students to get…
Descriptors: Anatomy, Dentistry, Educational Games, Graduate Students
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Zhang, Meilan – British Journal of Educational Technology, 2016
Despite the growing scholarly interest in educational computer games, research on popular online educational games is rare. Little is known about which online educational games are popular and to what extent, what kind of users are more interested in these games and how interest in the games is related to academic performance. To fill this gap,…
Descriptors: Educational Games, Computer Uses in Education, Internet, Use Studies
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Bakhsh, Sahar Ameer – English Language Teaching, 2016
Over the last few decades, teaching English become a phenomenon in Saudi Arabia, especially to young learners. English is taught as a main subject in kindergarten and elementary schools. Like any other children, Saudis accept new foreign languages easily, but they get bored very fast if the teacher is teaching them using the old conventional…
Descriptors: Teaching Methods, Educational Games, Vocabulary Development, English (Second Language)
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Kurushkin, Mikhail; Mikhaylenko, Maria – Journal of Chemical Education, 2016
A competitive educational guessing game "Orbital Battleship" which reinforces Madelung's and Hund's rules, values of quantum numbers, and understanding of periodicity was designed. The game develops strategic thinking, is not time-consuming, requires minimal preparation and supervision, and is an efficient and fun alternative to more…
Descriptors: Educational Games, Science Instruction, Thinking Skills, Skill Development
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Burwell, Catherine; Miller, Thomas – E-Learning and Digital Media, 2016
This article explores the literacy practices associated with Let's Play videos (or LPs) on YouTube. A hybrid of digital gaming and video, LPs feature gameplay footage accompanied by simultaneous commentary recorded by the player. Players may set out to promote, review, critique or satirize a game. In recent years, LPs have become hugely popular…
Descriptors: Video Games, Literacy, Educational Practices, Educational Games
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Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Deater-Deckard, Kirby; Samur, Yavuz – Education and Information Technologies, 2016
In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research team to achieve a hypothetical learning trajectory of mathematical thinking of 5th grade students.…
Descriptors: Educational Games, Video Games, Mathematics Education, Elementary School Mathematics
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Chiarello, Fabio; Castellano, Maria Gabriella – International Journal of Game-Based Learning, 2016
In this paper the authors report different experiences in the use of board games as learning tools for complex and abstract scientific concepts such as Quantum Mechanics, Relativity or nano-biotechnologies. In particular we describe "Quantum Race," designed for the introduction of Quantum Mechanical principles, "Lab on a chip,"…
Descriptors: Games, Scientific Concepts, Science Instruction, Science Education
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Davis, Don; Marone, Vittorio – International Journal of Game-Based Learning, 2016
In the learning sciences and game studies communities, there has been an increasing interest in the potential of game-related "paratexts" and "surrounds" in supporting learning, such as online discussion forums and gaming affinity spaces. While there have been studies identifying how learning occurs in such communities, little…
Descriptors: Computer Mediated Communication, Discussion Groups, Educational Games, Learning Processes
Sakai, Kyohei; Shiota, Shingo – International Association for Development of the Information Society, 2016
This paper explores the use of gamification in math lessons for children in order to highlight the relationship between math education and its application to society. In school education, there is an existing problem about how to relate concepts learned in math to everyday life. One of the reasons for this problem is that it is difficult for…
Descriptors: Teaching Methods, Mathematics Instruction, Educational Games, Grade 6
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Sierksma, Jellie; Lansu, Tessa A. M.; Karremans, Johan C.; Bijlstra, Gijsbert – Developmental Psychology, 2018
Two studies examined when and why children (10-13 years) help ethnic in-group and out-group peers. In Study 1 (n = 163) children could help an out-group or in-group peer with a word-guessing game by entering codes into a computer. While children evaluated the out-group more negatively than the in-group, they helped out-group peers "more"…
Descriptors: Preadolescents, Early Adolescents, Ethnicity, Helping Relationship
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Kadhim, Anwar Jawad – TESOL International Journal, 2018
Pronunciation is important in all spoken communication in English because if we mispronounce a word, people will likely to misunderstand us. This paper is about teaching diphthongs by using recordings and brainstorming board race in Iraqi private colleges as well as how audio-visual media and games are used in learning. The integration of games in…
Descriptors: Phonological Awareness, Pronunciation Instruction, Teaching Methods, Second Language Instruction
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