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Snow, Erica L.; Allen, Laura K.; Jackson, G. Tanner; McNamara, Danielle S. – International Journal of Artificial Intelligence in Education, 2015
Using students' process data from the game-based Intelligent Tutoring System (ITS) iSTART-ME, the current study examines students' propensity to use system currency to unlock game-based features, (i.e., referred to here as "spendency"). This study examines how spendency relates to students' interaction preferences, in-system performance,…
Descriptors: Intelligent Tutoring Systems, Educational Games, High School Students, Preferences
Porter, Gavin W.; Tanenbaum, Michael A. – Educational Technology, 2015
Recruitment gaming embodies an exciting new tool at the interface of the education and private sectors. Employers and recruitment platforms add new complications to the already problematic relationship between game designers and educators. To better understand the emerging recruitment aspects of gaming and identify areas for those in educational…
Descriptors: Educational Games, Games, Recruitment, Educational Technology
Washington, Christopher – Online Submission, 2015
Digitally delivered learning shows the promise of enhancing learner motivation and engagement, advancing critical thinking skills, encouraging reflection and knowledge sharing, and improving professional self-efficacy. Digital learning objects take many forms including interactive media, apps and games, video and other e-learning activities and…
Descriptors: Electronic Learning, Ecology, Educational Games, Outcomes of Education
Liu, Zhongxiu – International Educational Data Mining Society, 2015
Data-driven methods have been a successful approach to generating hints for programming problems. However, the majority of previous studies are focused on procedural hints that aim at moving students to the next closest state to the solution. In this paper, I propose a data-driven method to generate remedy hints for BOTS, a game that teaches…
Descriptors: Programming, Educational Games, Puzzles, Problem Solving
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Kinshuk, Ed.; Huang, Ronghuai, Ed. – Lecture Notes in Educational Technology, 2015
This book focuses on the design and architecture of ubiquitous learning environments, associated technologies, various learning scenarios supported by these environments, and different contexts that arise in environments where the seamless immersion of formal and informal activities and interactions has the potential to contribute to the learning…
Descriptors: Electronic Learning, Educational Technology, Informal Education, Individualized Instruction
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Adam Barger – William & Mary Educational Review, 2015
This article explored two complimentary frameworks for utilizing web-based simulation games in social studies classrooms and applied them in a media analysis of a popular web-based civics simulation. McCall's (2014) practical framework and Raphael, Bachen, Lynn, Mckee, and Baldwin-Philippi's (2010) approach provided a thorough construct for…
Descriptors: Computer Simulation, Web Sites, Video Games, Social Studies
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Chutiporn Anutariya Ed.; Dejian Liu Ed.; Kinshuk Ed.; Ahmed Tlili Ed.; Junfeng Yang Ed.; Maiga Chang Ed. – Lecture Notes in Educational Technology, 2023
This book collects the proceedings of the 7th International Conference on Smart Learning Environments (ICSLE2023), held in Bangkok, Thailand, as a hybrid conference from 31st Aug to 1st Sep 2023. The proceedings focus on the interplay between pedagogy and technology, and their fusion towards the advancement of smart learning for a sustainable…
Descriptors: Educational Technology, Electronic Learning, Sustainability, Student Satisfaction
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Farrell, David; Moffat, David C. – International Journal of Game-Based Learning, 2014
For any given Game Based Learning (GBL) project to be successful, the player must learn something. Designers may base their work on pedagogical research, but actual game design is still largely driven by intuition. People are famously poor at unsupported methodical thinking and relying so much on instinct is an obvious weak point in GBL design…
Descriptors: Educational Games, Instructional Design, Computer Interfaces, Man Machine Systems
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Bond, Lloyd – Measurement: Interdisciplinary Research and Perspectives, 2014
Lloyd Bond comments here on the Focus article in this issue of "Measurement: Interdisciplinary Research and Perspectives". The Focus article is entitled: "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" (Russell G. Almond, Yoon Jeon Kim, Gertrudes Velasquez, and Valerie J. Shute). Bond…
Descriptors: Educational Assessment, Task Analysis, Models, Design
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Hwang, Gwo-Jen; Chen, Chih-Hung – British Journal of Educational Technology, 2017
In this paper, an inquiry-based ubiquitous gaming approach was proposed. The objective of the study was to enhance students' performances in in-field learning activities. To show the advantages of the approach, an experiment was carried out to assess the effects of it on students' learning achievement, motivation, critical thinking, and problem…
Descriptors: Active Learning, Inquiry, Educational Games, Design
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Kinnebrew John S.; Killingsworth, Stephen S.; Clark, Douglas B.; Biswas, Gautam; Sengupta, Pratim; Minstrell, James; Martinez-Garza, Mario; Krinks, Kara – IEEE Transactions on Learning Technologies, 2017
Digital games can make unique and powerful contributions to K-12 science education, but much of that potential remains unrealized. Research evaluating games for learning still relies primarily on pre- and post-test data, which limits possible insights into more complex interactions between game design features, gameplay, and formal assessment.…
Descriptors: Computer Games, Educational Games, Data Analysis, Science Education
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Harding, Susan-Marie E.; Griffin, Patrick E.; Awwal, Nafisa; Alom, B. M. M.; Scoular, Claire – AERA Open, 2017
This study describes an online method of measuring individual students' collaborative problem-solving abilities using four interactive mathematics-based tasks, with students working in pairs. Process stream data were captured from 3,000 students who completed the tasks in the United States, Australia, Canada, Costa Rica, Singapore, and Finland.…
Descriptors: Mathematics Instruction, Problem Solving, Cooperative Learning, Secondary School Mathematics
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Kusuma, I. Putu Indra – Journal of English as an International Language, 2017
This paper presents an innovation of language games for practicing English vocabulary mastery. The main focus of the study was to investigate the development of Monolary (The given name toward the game) while specifically, it focused on: (1) investigating the media and games used in teaching vocabulary; (2) investigating the development of…
Descriptors: Elementary School Students, Second Language Learning, Second Language Instruction, English (Second Language)
Punyalert, Sansanee – ProQuest LLC, 2017
This dissertation aims to integrate various learning approaches, i.e., multiple literacies, experiential learning, game-enhanced learning, and global simulation, into an extracurricular module, in which it remodels traditional ways of teaching input, specifically, the lexical- and grammatical-only approaches of business English at a private…
Descriptors: Foreign Countries, College Students, Business English, English (Second Language)
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Abrahamson, Dor; Kapur, Manu – Instructional Science: An International Journal of the Learning Sciences, 2018
Whereas some educational designers believe that students should learn new concepts through explorative problem solving within dedicated environments that constrain key parameters of their search and then support their progressive appropriation of empowering disciplinary forms, others are critical of the ultimate efficacy of this discovery-based…
Descriptors: Discovery Learning, Educational Research, Instructional Design, Educational Philosophy
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