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Meishar-Tal, Hagit; Ronen, Miky – International Journal of Mobile and Blended Learning, 2017
This paper describes a workshop held as part of preparations for a large scale implementation of a mobile game designed to support learning of the topic "my hometown." The study reveals teachers' attitudes towards the incorporation of smartphones in teaching and learning in school and whether these attitudes changed after experiencing…
Descriptors: Teacher Attitudes, Learning Experience, Electronic Learning, Handheld Devices
Content Validity of Game-Based Assessment: Case Study of a Serious Game for ICT Managers in Training
Hummel, Hans G. K.; Joosten-ten Brinke, Desirée; Nadolski, Rob J.; Baartman, Liesbeth K. J. – Technology, Pedagogy and Education, 2017
Serious games foster the acquisition of complex problem-solving skills. Assessment of such skills should be in line with instruction, and within a serious game environment its content validity should equal face-to-face assessment. Research on assessment in serious gaming has remained rather scarce. This article shows how assessment can be…
Descriptors: Content Validity, Educational Games, Computer Games, Computer Assisted Testing
Walkington, Candace; Nathan, Mitchell J.; Woods, Dawn M. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2017
Research in mathematics education has established that gestures--spontaneous movements of the hand that accompany speech--are important for learning. In the present study, we examine how students use gestures to communicate with each other while proving geometric conjectures, arguing that this communication represents an example of extended…
Descriptors: Mathematics Instruction, Nonverbal Communication, Teaching Methods, Geometry
Shiue, Ya-Ming; Hsu, Yu-Chiung – Online Submission, 2017
In recent years, considerable concern has arisen over the use of digital games as instructional tools in educational research. However, game-based learning not only enhances students' learning motivation and effectiveness, but also fosters knowledge transfer. Taiwanese people living in rural areas often receive health-related information through…
Descriptors: Foreign Countries, Computer Games, Video Games, Educational Games
Vandewaetere, Mieke; Cornillie, Frederik; Clarebout, Geraldine; Desmet, Piet – International Journal of Higher Education, 2013
The use of educational games for teaching and training is nowadays well-known, although its effectiveness in terms of learning and motivation has not been firmly corroborated. A first reason for this is that research on instructional design research often does not reach the fields of game development and game design. Consequently, instructional…
Descriptors: Educational Games, Instructional Design, Educational Research, Instructional Effectiveness
Baker, Jamie Feild; Hunter, John – Independent School, 2013
In an era of unprecedented volatility, ambiguity, impassioned conflict, and intractable problems that affect the basic living conditions and prosperity of many, education has never been more important or more in need of purpose, meaning, and applicability. The solutions to the dilemmas that define our world will be created and implemented in the…
Descriptors: Educational Games, Global Education, Peace, Computer Simulation
Jong, J-T.; Hong, J-C.; Yen, C-Y. – Journal of Computer Assisted Learning, 2013
The different designs of various interactive gaming controllers affect posture and muscle loading of the body. It is assumed that prolonged exposure to the interactive gaming controllers can affect the effectiveness in using the game for the purposes of learning. This study explores the differences in behavioural responses among students with…
Descriptors: Persistence, Children, Kindergarten, Mathematics
Hopwood, Jennifer L.; Flowers, Susan K.; Seidler, Katie J.; Hopwood, Erica L. – American Biology Teacher, 2013
Invasive species are a substantial threat to biodiversity. Educating students about invasive species introduces fundamental concepts in biology, ecology, and environmental science. In the Race to Displace game, students assume the characteristics of select native or introduced plants and experience first hand the influences of species interactions…
Descriptors: Ecology, Plants (Botany), Biodiversity, Fundamental Concepts
Horstman, Theresa – ProQuest LLC, 2013
In the broadest scope, the purpose of this research is to expose the range and complexity of how educational games support learning. In a more narrowed scope, the purpose is to develop a method to help identify the qualities of educational video games that support learning. This is accomplished by analyzing the design of the game and the…
Descriptors: Educational Games, Student Educational Objectives, Play, Mathematics Education
Miguel Baptista Nunes Ed.; Pedro Isaias Ed. – International Association for Development of the Information Society, 2022
These proceedings contain the papers of the 16th International Conference on e-Learning (EL 2022), which was organised by the International Association for Development of the Information Society, 19-21 July, 2022. This conference is part of the 16th Multi Conference on Computer Science and Information Systems 2022, 19-22 July, which had a total of…
Descriptors: Electronic Learning, Online Courses, Educational Technology, COVID-19
Tyler-Wood, Tandra; Estes, Mary; Christensen, Rhonda; Knezek, Gerald; Gibson, David – Rural Special Education Quarterly, 2015
This article examines the use of simSchool as a training tool for educators working with students with special needs in rural districts. SimSchool is a game that emulates a classroom utilizing a virtual environment. The theory supporting simSchool is explored and current research associated with simSchool is reviewed. The issues surrounding…
Descriptors: Rural Areas, Special Needs Students, Educational Games, Faculty Development
Finco, Mateus David; Reategui, Eliseo; Zaro, Milton Antonio; Sheehan, Dwayne D.; Katz, Larry – International Journal of Game-Based Learning, 2015
With the novelty of exergames, an alternative form of entertainment and exercise emerged especially for physical education (PE). While video games have been historically associated to problems such as obesity, social introversion and aggressive behavior, exergames brought a new perspective in which these cultural artifacts could contribute to…
Descriptors: Physical Education, Student Motivation, Educational Games, Video Games
Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory – International Journal of Game-Based Learning, 2015
The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology
Beavis, Catherine; Muspratt, Sandy; Thompson, Roberta – Learning, Media and Technology, 2015
There is considerable enthusiasm in many quarters for the incorporation of digital games into the classroom, and the capacity of games to engage and challenge players, present complex representations and experiences, foster collaborative learning, and promote deep learning. But while there is increasing research documenting the progress and…
Descriptors: Foreign Countries, Computer Games, Elementary School Students, Secondary School Students
Chee, Yam San; Mehrotra, Swati; Ong, Jing Chuan – Learning, Media and Technology, 2015
Teachers who attempt pedagogical innovation with authentic digital games face significant challenges because such games instantiate open systems of learner activity, inviting enquiry learning rather than knowledge acquisition. However, school environments are normatively sanctioned cultural spaces where direct instruction and high-stakes tests are…
Descriptors: Foreign Countries, Educational Games, Computer Games, Educational Practices

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