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Bakhru, Kanupriya Misra – International Journal of Learning and Change, 2018
In the present scenario managerial skills are required in every sphere of life. With the increase in the number of management education institutes these days, quality of knowledge imparted in these institutes has become a subject of debate. Quality is vital for every customer and their requirements cannot be ignored. No sector in the economy is…
Descriptors: Educational Change, Alignment (Education), Teaching Methods, Outcomes of Education
Sung, Han-Yu; Hwang, Gwo-Jen; Wu, Po-Han; Lin, Dai-Qi – Interactive Learning Environments, 2018
Facilitating students' deep-strategy behaviors and positive learning performances of science inquiry is an important and challenging educational issue. In this study, a contextual science inquiry approach is proposed for developing a 3D experiential game to cope with this problem. To evaluate the impacts of the game on students' science learning…
Descriptors: Foreign Countries, Elementary School Students, Learning Strategies, Elementary School Science
Jong, Morris Siu-Yung; Chan, To; Hue, Ming-Tak; Tam, Vincent W. L. – Educational Technology & Society, 2018
There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance the current learning and teaching practices in school education. Leveraging the context-aware mobile technology and student-centred learning theories, we have developed a mobile application, Gamified Authentic Mobile Enquiry in…
Descriptors: Outdoor Education, Educational Games, Educational Technology, Technology Uses in Education
Baran, Medine; Maskan, Abdulkadir; Yasar, Seyma – International Journal of Instruction, 2018
The aim of the present study, in which Project and game techniques are used together, is to examine the impact of project-based learning games on students' physics achievement. Participants of the study consist of 34 9th grade students (N = 34). The data were collected using achievement tests and a questionnaire. Throughout the applications, the…
Descriptors: Physics, Active Learning, Student Projects, Science Achievement
Yang, Kai-Hsiang; Chu, Hui-Chun; Chiang, Li-Yu – Educational Technology & Society, 2018
Game-based learning (GBL) has been proven to be an attractive learning model by many studies; however, scholars have pointed out that the effectiveness of game-based learning could be limited if proper learning strategies are not incorporated. Prompting is a strategy that plays the important role of providing hints and guidance in interactive…
Descriptors: Educational Games, Grade 2, Elementary School Students, Elementary School Mathematics
Chen, Ching-Huei; Law, Victor; Chen, Wei-Yu – Interactive Learning Environments, 2018
The purpose of this study is to examine the effects of different modes of competition on science learning in a game-based learning (GBL) environment. Some key motivational constructs such as learning goals, performance goals, and perceived ability were also investigated. One hundred ninety-five students from a secondary school in Taiwan were…
Descriptors: Foreign Countries, Secondary School Students, Competition, Science Education
Uzuegbunam, Nkiruka; Wong, Wing Hang; Cheung, Sen-Ching Samson; Ruble, Lisa – IEEE Transactions on Learning Technologies, 2018
Autism spectrum disorder (ASD) is a developmental disorder that impairs the development of social and communication skills. There is evidence that children with ASD prefer images of self over others. These studies may explain the effectiveness of video self-modeling (VSM), an evidence-based ASD intervention in which one learns by watching oneself…
Descriptors: Multimedia Materials, Multimedia Instruction, Interpersonal Competence, Interpersonal Communication
Henning, Mary Beth; Johnston-Rodriguez, Sarah – Citizenship, Social and Economics Education, 2018
Acquiring financial literacy presents many unique challenges for young adults with disabilities. Although financial literacy can and should be taught throughout the lifespan, this review examines the curriculum accessible to students with high incidence disabilities who are 14-21 years old, when they are planning for transition from secondary…
Descriptors: Money Management, Knowledge Level, Literacy, Young Adults
Šimic, G.; Jevremovic, A.; Kostic, Z.; Ðordevic, D. – Journal of Computer Assisted Learning, 2015
The case study presented in this paper describes the pedagogical aspects and collected experience in using e-learning tool named IPA-PBL. Improving assessments in the preparation for AMET's (Air Medical Evacuation and Transport) complex task of transfer of injured or sick patients from the place of accident to the hospital or between hospitals…
Descriptors: Case Studies, Teaching Methods, Educational Games, Simulation
van Dijk, Tom; Spil, Ton; van der Burg, Sanne; Wenzler, Ivo; Dalmolen, Simon – International Journal of Game-Based Learning, 2015
Serious gaming is one of the newest developments in the world of learning and is gaining increasing attention within the business environment. Although many practitioners claim that serious gaming has more impact on demonstrated behaviour of trainees when compared to common presentations, little evidence exists. In this paper, the authors present…
Descriptors: Educational Games, Video Games, Teaching Methods, Behavior
Arora, A.; Arora, A. Saxena – Decision Sciences Journal of Innovative Education, 2015
This article provides educators in business schools with a new interdisciplinary experiential lab game called Supply Chain-Marketing (SC-Mark) Shark Tank game, which can be implemented in both Supply Chain Management (SCM) and Marketing courses. The SC-Mark experiential lab game is a real-life business environment simulation that explores…
Descriptors: Business Administration Education, Experiential Learning, Educational Games, Interdisciplinary Approach
Van Nuland, Sonya E.; Roach, Victoria A.; Wilson, Timothy D.; Belliveau, Daniel J. – Anatomical Sciences Education, 2015
Competition is a key element in many educational games and is often adopted by educators in an effort to motivate and excite their students. Yet, the use of academic competition in educational institutions remains the subject of much debate. Opponents argue that academic competition causes an increase in student anxiety and divides their…
Descriptors: Anatomy, Medical Education, Competition, Undergraduate Students
Betts, Paul – Teaching Children Mathematics, 2015
Counting all and counting on are distinct counting strategies that can be used to compute such quantities as the total number of objects in two sets (Wright, Martland, and Stafford 2010). Given five objects and three more objects, for example, children who use counting all to determine quantity will count both collections; that is, they count…
Descriptors: Computation, Mathematics Skills, Mathematics Instruction, Arithmetic
Elkins, Aaron J. – Knowledge Quest, 2015
This author encourages librarians to play some video games to get ready for the upcoming school year. Games aren't just for young males--they have tremendous potential to enhance 21st-century literacies, including critical-thinking and problem-solving skills. Playing games will not only help librarians see how these skills can be developed, but…
Descriptors: School Libraries, Educational Games, Video Games, Play
Tarpley, Carol Taylor – ProQuest LLC, 2015
Mathematics scores on national and international tests for students in the United States have indicated that students in the United States have procedural understanding of mathematics but lack conceptual understanding (TIMMS, 2012; U.S. Department of Education, 2013). Therefore, the purpose of this study was to determine if an added enrichment of…
Descriptors: Mathematics Instruction, Grade 4, Vocabulary Development, Instructional Effectiveness

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