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Davis, Michael – Journal of Geography, 2017
Niantic Labs has developed an augmented virtual reality mobile app game called Ingress in which agents must seek out and control locations for their designated factions. The app uses the Google Maps interface along with GPS to enhance a geocaching-like experience with elements of other classical games such as capture-the-flag. This study aims to…
Descriptors: Geography Instruction, Computer Games, Educational Games, Computer Oriented Programs
Kallunki, Veera; Karppinen, Seija; Komulainen, Kauko – Journal of Education for Teaching: International Research and Pedagogy, 2017
This article examines a physics course for pre-service primary teachers in which physics, crafts and drama were taught together by connecting the standpoints of crafts and drama. The study was carried out by three university educators from these disciplines during an advanced optional course for student-teachers at the University of Helsinki in…
Descriptors: Foreign Countries, Preservice Teacher Education, Preservice Teachers, Student Teachers
Ak, Oguz; Kutlu, Birgul – British Journal of Educational Technology, 2017
The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required…
Descriptors: Computer Simulation, Computer Games, Educational Games, Instructional Effectiveness
Donald, Iain; Meyer, Karen A.; Brengman, John; Gillespie, Stephen H.; Bowness, Ruth – Journal of Computing in Higher Education, 2017
Interdisciplinary and collaborative projects between industry and academia provide exceptional opportunities for learning. Project Sanitarium is a serious game for Windows PC and Tablet which aims to embed learning about tuberculosis (TB) through the player taking on the role of a doctor and solving cases across the globe. The project developed as…
Descriptors: Communicable Diseases, Disease Control, Public Health, Educational Games
Boyraz, Celal; Serin, Gökhan – Universal Journal of Educational Research, 2017
The purpose of this study was to examine the effect of science instruction given through the game and physical activities course in accordance with interdisciplinary teaching approaches on students' science achievement and retention. The participants were 82 third grade students from a public elementary school. Three classes were chosen as…
Descriptors: Teaching Methods, Science Instruction, Educational Games, Physical Activities
Rose, Simon P.; Habgood, M. P. Jacob; Jay, Tim – Electronic Journal of e-Learning, 2017
Programming tools are being used in education to teach computer science to children as young as 5 years old. This research aims to explore young children's approaches to programming in two tools with contrasting programming interfaces, ScratchJr and Lightbot, and considers the impact of programming approaches on developing computational thinking.…
Descriptors: Young Children, Computer Science Education, Programming, Educational Games
Sacristán, Ana Isabel; Pretelín-Ricárdez, Angel – Teaching Mathematics and Its Applications, 2017
This work is part of a research project that aims to enhance engineering students' learning of how to apply mathematics in modelling activities of real-world situations, through the construction (design and programming) of videogames. We want also for students to relate their mathematical knowledge with other disciplines (e.g., physics, computer…
Descriptors: Mathematics Education, Engineering Education, Mathematical Applications, Mathematical Models
Durall, Eva; Leinonen, Teemu; Gros, Begoña; Rodriguez-Kaarto, Tania – Designs for Learning, 2017
The increasing availability of self-monitoring technologies has created opportunities for gaining awareness about one's own behavior and reflecting on it. In teaching and learning, there is interest in using self-monitoring technologies, but very few studies have explored the possibilities. In this paper, we present a design study that…
Descriptors: Diagnostic Tests, Metacognition, Teacher Behavior, Scripts
Jong, Morris Siu-Yung; Chan, Tom; Tam, Vincent; Hue, Ming-Tak – International Association for Development of the Information Society, 2017
Gamification is a strategy of using game mechanics and experience design to digitally engage people to achieve intended goals in non-game contexts. There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance current learning and teaching practices in school education. This paper…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
Alphin, Henry C., Jr., Ed.; Lavine, Jennie, Ed.; Chan, Roy Y., Ed. – IGI Global, 2017
Education is the foundation to almost all successful lives. It is vital that learning opportunities are available on a global scale, regardless of individual disabilities or differences, and to create more inclusive educational practices. "Disability and Equity in Higher Education Accessibility" is a comprehensive reference source for…
Descriptors: Disabilities, Higher Education, Pervasive Developmental Disorders, Autism
Hsu, Kuang-Chen; Hsu, YuPing; Olesh, Ryan – AERA Online Paper Repository, 2017
This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' learning performances while also remaining gender equality in science education. Two types of game elements including competition (gamified animation) and cooperation (social gamified animation) were integrated into an…
Descriptors: Educational Games, Educational Technology, Animation, Video Games
Ortiz, Jennifer; Bray, Melissa A.; Bilias-Lolis, Evelyn; Kehle, Thomas J. – International Journal of School & Educational Psychology, 2017
The Good Behavior Game (GBG) is a group contingency intervention that has effectively reduced disruptive behavior and improved classroom management in many replications, for various settings and populations. The student composition of American public schools is changing, leading to culturally and linguistically diverse classrooms with unique…
Descriptors: Elementary School Students, Hispanic American Students, Educational Games, Student Behavior
Webb, Jeff; Engar, Ann – Teaching & Learning Inquiry, 2016
In this exploratory social network study, we examined how student relationships evolved during three month-long Reacting to the Past (RTTP) role-playing games in a lower division honors course at a large US public university. Our purpose was to explore how RTTP games--and collaborative learning approaches more generally--impact classroom community…
Descriptors: Social Networks, Undergraduate Students, Peer Relationship, Friendship
Bouzid, Yosra; Khenissi, Mohamed Ali; Essalmi, Fathi; Jemni, Mohamed – Educational Technology & Society, 2016
Apart from being used as a means of entertainment, computer games have been adopted for a long time as a valuable tool for learning. Computer games can offer many learning benefits to students since they can consume their attention and increase their motivation and engagement which can then lead to stimulate learning. However, most of the research…
Descriptors: Deafness, Hearing Impairments, Educational Games, Sign Language
Allsop, Yasemin – British Journal of Educational Technology, 2016
In this paper, children's mental activities when making digital games are explored. Where previous studies have mainly focused on children's learning, this study aimed to unfold the children's thinking process for learning when making computer games. As part of an ongoing larger scale study, which adopts an ethnographic approach, this research…
Descriptors: Computer Games, Children, Video Technology, Group Discussion

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