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Cardoso, Walcir; Grimshaw, Jennica; Waddington, David – Research-publishing.net, 2015
Digital gaming in education is an area that has been rapidly expanding in popularity and is gradually being applied to second language (L2) contexts (Godwin-Jones, 2014). Mobile gaming in particular offers the benefits of digital gaming while also offering the portability and accessibility of mobile devices (Ogata & Yana, 2003; Stockwell,…
Descriptors: Educational Games, Video Games, Telecommunications, Handheld Devices
Rowe, Elizabeth; Baker, Ryan S.; Asbell-Clarke, Jodi – International Educational Data Mining Society, 2015
Educational games have the potential to be innovative forms of learning assessment, by allowing us to not just study their knowledge but the process that takes students to that knowledge. This paper examines the mediating role of players' moves in digital games on changes in their pre-post classroom measures of implicit science learning. We…
Descriptors: Educational Games, Science Instruction, Video Games, Coding
Euzébio Batista, Marcelo Henrique; Victória Barbosa, Jorge Luis; da Rosa Tavares, João Elison; Hackenhaar, Jonathan Luis – International Journal of Information and Communication Technology Education, 2013
This article shows the application of Item Response Theory (IRT) for educational evaluation using games. The article proposes a computational model to create user profiles, called Psychometric Profile Generator (PPG). PPG uses the IRT mathematical model for exploring the levels of skills and behaviors in the form of items and/or stimuli. The model…
Descriptors: Foreign Countries, Item Response Theory, Educational Games, Student Evaluation
Wongpinunwatana, Nitaya – International Education Studies, 2013
This study examined the use and effect of a role-playing game on learners' ability in information systems audit. The study is based on experimental research. Information systems control and audit case study and video had been developed. A total of 75 graduate students undertaking a Master's degree in accounting participated in the experiment. The…
Descriptors: Role Playing, Educational Games, Information Systems, Audits (Verification)
Stastny, Sherri N.; Garden-Robinson, Julie – Journal of Extension, 2013
This article describes a program for prevention of diabetic retinopathy (DR) that was designed for Extension in collaboration with optometrists. The program was created to increase knowledge and awareness about risk factors for DR and included a game and take-home materials. Participants were asked to play a game similar to Wheel of Fortune. A…
Descriptors: Diseases, Diabetes, Ophthalmology, Prevention
Sloan, Thomas; Davila, Federico; Malbon, Eleanor – Australian Journal of Environmental Education, 2013
Higher education institutions are considered by many to be pivotal in shaping the next generation of thinkers and practitioners required to further work towards addressing the sustainability challenges faced by contemporary societies. The extent to which higher education has embraced this responsibility is debateable. Notwithstanding, this article…
Descriptors: Foreign Countries, Higher Education, Colleges, Facilitators (Individuals)
Kelle, Sebastian; Klemke, Roland; Specht, Marcus – Educational Technology & Society, 2013
Based on a previous analysis of game design patterns and related effects in an educational scenario, the following paper presents an experimental study. In the study a course for Basic Life Support training has been evaluated and two game design patterns have been applied to the course. The hypotheses evaluated in this paper relate to game design…
Descriptors: Educational Games, Computer Games, Design, First Aid
Freitas, Sara; Routledge, Helen – British Journal of Educational Technology, 2013
While the field of leadership studies includes a large corpus of literature and studies, the literature and scientific research in the field of e-leadership and soft skills used in learning game environments are at present small in scale. Towards contributing to this newly emerging field of literature and study, this research paper presents a new…
Descriptors: Instructional Leadership, Educational Games, Skill Development, Leadership Qualities
Sabourin, Jennifer L.; Shores, Lucy R.; Mott, Bradford W.; Lester, James C. – International Journal of Artificial Intelligence in Education, 2013
Self-regulated learning behaviors such as goal setting and monitoring have been found to be crucial to students' success in computer-based learning environments. Consequently, understanding students' self-regulated learning behavior has been the subject of increasing attention. Unfortunately, monitoring these behaviors in real-time has…
Descriptors: Learning Strategies, Learner Engagement, Computer Assisted Instruction, Educational Technology
Simkin, Mark G. – Journal of Information Systems Education, 2013
Playing TV game shows such as "Jeopardy" or "Survivor" in the classroom can be fun. But does it improve student understanding of course concepts? To find out, the author conducted eight experimental trials in five separate undergraduate information systems classes. Although he found limited improvement in student learning, the…
Descriptors: Teaching Methods, Educational Games, Concept Formation, Instructional Effectiveness
Tang, Stephen; Hanneghan, Martin; Carter, Christopher – Electronic Journal of e-Learning, 2013
Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…
Descriptors: Models, Engineering, Instructional Design, Computer Games
Chen, Zhi-Hong; Chao, Po-Yao; Hsu, Ming-Chieh; Teng, Chin-Hung – Educational Technology & Society, 2013
A number of studies have been devoted to investigating the influence of educational agents on different aspects of student learning. However, little attention has been paid to the effects of the level-up mechanism of
educational agents on students although this is a significant issue. Thus, this study develops an educational agent with the…
Descriptors: Computer Simulation, Instructional Effectiveness, Student Motivation, Educational Games
Hunt, Marc W. – Techniques: Connecting Education and Careers (J3), 2013
The author started teaching TV and sound production in a career and technical education (CTE) setting six years ago. The first couple months of teaching provided a steep learning curve for him. He is highly experienced in his industry, but teaching the content presented a new set of obstacles. His students had a broad range of abilities,…
Descriptors: Educational Technology, Vocational Education, Classroom Environment, Video Technology
Scherer, Petra – South African Journal of Childhood Education, 2013
This article presents a number of carefully selected activities for the mathematics classroom in the early grades. The motivation for their selection is the development of concepts rather than the learning of the procedural skills of arithmetic. As the teacher is faced with a great heterogeneity of children starting school, the concrete learning…
Descriptors: Mathematics Instruction, Mathematics Activities, Arithmetic, Low Achievement
Ryokai, Kimiko; Farzin, Faraz; Kaltman, Eric; Niemeyer, Greg – Educational Technology Research and Development, 2013
Visual tracking of multiple objects in a complex scene is a critical survival skill. When we attempt to safely cross a busy street, follow a ball's position during a sporting event, or monitor children in a busy playground, we rely on our brain's capacity to selectively attend to and track the position of specific objects in a dynamic scene. This…
Descriptors: Handheld Devices, Computer Games, Educational Games, Perception Tests

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