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Hall, Susan E. – Marketing Education Review, 2014
Achieving student learning outcomes in a "gamelike" environment allows students to connect real-world activities to marketing and business concepts presented in a relevant and authentic manner. The innovative game, Barracuda Cove Investment Game, can be incorporated into any marketing-related course that would require a marketing or…
Descriptors: Educational Games, Relevance (Education), Marketing, Business Administration Education
Chang, Chiung-Sui; Huang, Ya-Ping; Chien, Fei-Ling – International Association for Development of the Information Society, 2014
This study aimed to explore the attitude and learning effectiveness in game based simulations from college students' perspective. The participants included 189 business college students in Taiwan. The main instrument employed in this study was McDonald's video game. Additionally, participant selection, data collection and analysis, and results…
Descriptors: Foreign Countries, Business Administration Education, Educational Games, Video Games
Tumenayu, Ogar Ofut; Shabalina, Olga; Kamaev, Valeriy; Davtyan, Alexander – International Association for Development of the Information Society, 2014
Recent research has shown that educational games positively motivate learning. However, there is a little evidence that they can trigger learning to a large extent if the game-play is supported by additional activities. We aim to support educational games development with an Agent-Based Technology (ABT) by using intelligent pedagogical agents that…
Descriptors: Educational Technology, Educational Games, Teaching Methods, Cooperative Learning
Erica L. Snow; Danielle S. McNamara; Matthew E. Jacovina; Laura K. Allen; Amy M. Johnson; Cecile A. Perret – Grantee Submission, 2014
Metacognitive awareness has been shown to be a critical skill for academic success. However, students often struggle to regulate this ability during learning tasks. The current study investigates how features designed to promote metacognitive awareness can be built into the game-based intelligent tutoring system (ITS) iSTART-2. College students…
Descriptors: Educational Technology, Intelligent Tutoring Systems, Game Based Learning, College Students
McColgan, Michele W.; Colesante, Robert J.; Andrade, Albert G. – Journal of STEM Education: Innovations and Research, 2018
The goal of this study was to determine whether a game-based immersion experience in an introductory undergraduate course in education had an impact on pre-service teachers' skills, beliefs, and confidence using games for teaching academic content. 55 pre-service secondary-education teachers participated in the study. Their first course in the…
Descriptors: Preservice Teachers, Preservice Teacher Education, Teaching Methods, Educational Games
Mozelius, Peter – ICTE Journal, 2018
Game-based learning has been a rapidly expanding field in the 21th century, with research reports praising the motivational effects and learning outcomes of games. At the same time there have been doubts on the learning outcomes of even the most seriously designed learning games. The generation that today enrols for university programmes is in…
Descriptors: Educational Games, Game Based Learning, Outcomes of Education, Student Attitudes
Mangram, Charmaine; Solis Metz, Maria Theresa – School Community Journal, 2018
Although the Common Core State Standards call on parents to support professional educators' efforts for improving student academic achievement, we have yet to examine how to best support parents in achieving this goal. The present study addresses this need by examining a five-month mathematics intervention which aimed to increase awareness of the…
Descriptors: Mathematics Instruction, Intervention, Common Core State Standards, Parent Participation
Touati, Achraf; Baek, Youngkyun – Journal of Educational Computing Research, 2018
This study investigated students' perceptions of competence and enjoyment of a mobile game within the context of mobile game-based learning. The proposed model showed that perceived competence and game attitude were the main predictors of enjoyment, while no direct relationship was found between perceived competence and gaming achievement. The…
Descriptors: Student Attitudes, Competence, Self Concept, Educational Games
Christopoulos, Athanasios; Conrad, Marc; Shukla, Mitul – Journal of Educational Technology Systems, 2018
This research links learner engagement with interactions when Hybrid Virtual Learning models are used. Various aspects have been considered, such as learners' prior experiences related to virtual worlds, their preconceptions regarding their use as a learning tool, and the impact that instructional designers' choices have on enhancing the…
Descriptors: Educational Games, Blended Learning, Computer Simulation, Learner Engagement
Chen, Ching-Huei; Liu, Jun-Han; Shou, Wen-Chuan – Educational Technology & Society, 2018
Although educational games have become prevalent in recent research, only a limited number of studies have considered learners' learning behaviors while playing a science problem-solving game. Introducing a competitive element to game-based learning is promising; however, research has produced ambiguous results, indicating that more studies should…
Descriptors: Competition, Educational Games, Teaching Methods, Science Instruction
Lodewyk, Ken R.; Bracco, Elizabeth – ICHPER-SD Journal of Research, 2018
Two weeks into a new academic school year, a physical education (PE) class of 25 grade nine girls completed a survey relative to their previous PE experiences. Following the completion of a six-lesson territorial games unit using the six-step teaching game for understanding (TGfU) model taught by a guest certified female teacher with TGfU…
Descriptors: Adolescents, Females, Educational Games, Physical Education
Carlsson-Paige, Nancy – Defending the Early Years, 2018
Many parents find it hard to make decisions about screen time for their kids because advice comes from different directions and often conflicts. In the field of child development, there are decades of theory and research that can be very helpful as a guide for screen and digital device use with young kids. These ideas can be a resource for parents…
Descriptors: Young Children, Child Development, Information Technology, Mass Media Use
Beuk, Frederik – Journal of Marketing Education, 2016
This study combines the perspective of students (n = 137) and sales instructors (n = 248). It compares how well selling and sales management simulation games, case discussions, and traditional lectures are perceived to conform to the seven principles for good practice in undergraduate education. The study further compares each method's performance…
Descriptors: College Faculty, Attitude Measures, Computer Simulation, Simulated Environment
Kooiman, Brian J.; Sheehan, Dwayne P.; Wesolek, Michael; Reategui, Eliseo – International Journal of Distance Education Technologies, 2016
For many the thought of students taking an online course conjures up images of students sitting at a computer desk. Students taking online physical education (OLPE) at home may lack opportunities for competitive or cooperative physical activity that are available to students in a traditional setting. Active video games (exergames) can be played…
Descriptors: Physical Education, Online Courses, Physical Activity Level, Video Games
Chen, Hong-Ren; Lin, You-Shiuan – Technology, Pedagogy and Education, 2016
By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students' learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of…
Descriptors: Educational Games, Computer Games, Poetry, Junior High School Students

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