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Noraddin, Enas Mohamed; Kian, Neo Tse – Malaysian Online Journal of Educational Technology, 2014
Digital (or computer) games have been extremely attractive to gamers of all ages, especially the young ones. They spend much time playing such games for pleasure and entertainment. Harnessing digital games for education has been attempted in some advanced countries where teachers seemed to be receptive to the idea. In Malaysia no major study has…
Descriptors: Foreign Countries, Teacher Attitudes, Computer Games, Educational Games
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Rodriguez-Illera, Jose Luis; Castells, Nuria Molas – Journal of Educational Multimedia and Hypermedia, 2014
The idea that different media can work in conjunction to transmit a story, understood as a distributed narrative, is a new one and has partly been developed as a result of the technological evolution of media. On a basic level, it has been applied in education in a similar way for a long time. However, transmedia storytelling based on digital…
Descriptors: Story Telling, Educational Technology, Secondary Schools, Educational Media
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Rosen, Brittany; McNeill, Elisa Beth; Wilson, Kelly – Health Educator, 2014
Would You Rather (WYR), with a Sexual Health Twist! teaching technique uses two youth games, "Would you rather…" and Twister®, to actively engage students in developing decision-making skills regarding human sexuality. Utilizing the "Would you rather" choices, the teacher provides a short scenario with two difficult choices.…
Descriptors: Health Education, Teaching Methods, Learning Activities, Educational Games
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Bissessar, Charmaine – Research in Comparative and International Education, 2014
The underlying theoretical framework of this qualitative case study was leadership and motivation. The research questions were: What issues and challenges to effective teaching and learning do you have? What mechanisms do you use to resolve these teaching and learning issues? The issues surrounding teaching and learning were leadership and…
Descriptors: Qualitative Research, Case Studies, Instructional Leadership, Motivation
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Alexander, Curby – Computers in the Schools, 2014
In this study, student engagement during classroom activities was investigated where sixth graders created digital media projects using historical images. The study employed a qualitative design involving observations, student artifacts, and interviews while students were creating digital storyboards using a Web-based application developed for…
Descriptors: Middle School Students, Grade 6, Learner Engagement, Production Techniques
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Brinker, Jay K.; Roberts, Pamela; Radnidge, Belinda – Educational Gerontology, 2014
This article describes the development and evaluation of The Game of Late Life--a novel education activity for the psychology of ageing. The game was designed to provide transformational learning where students imagine themselves as older adults and move through late life via a game board, encountering various life events along the way. One of the…
Descriptors: Teaching Methods, Aging (Individuals), Gerontology, Educational Games
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Wu, Chia-Jung; Chen, Gwo-Dong; Huang, Chi-Wen – Educational Technology Research and Development, 2014
EFL learners in Taiwan have a low-level communication ability because many learners are still not provided opportunities to use language for genuine communication in classrooms and receive insufficient language input due to the environment. This study examines the use of digital board game language learning set in a task-collaborative platform,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Games
Deed, Craig; Lesko, Thomas M.; Lovejoy, Valerie – Teacher Development, 2014
Personalized learning spaces are emerging in schools as a critical reaction to "industrial-era" school models. As the form and function of schools and pedagogy change, this places pressure on teachers to adapt their conventional practice. This paper addresses the question of how teachers can adapt their classroom practice to create…
Descriptors: Foreign Countries, Educational Environment, Educational Facilities Design, Teacher Empowerment
Cutumisu, Maria; Chin, Doris B.; Schwartz, Daniel L. – International Association for Development of the Information Society, 2014
We introduce an educational game-based assessment that measures the choices students make while learning. We present Posterlet, a game designed to assess students' choices to seek negative feedback and to revise, in which students learn graphical design principles while creating posters. We validate our game-based assessment approach with three…
Descriptors: Evaluation Methods, Video Games, Decision Making, Feedback (Response)
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Bofferding, Laura; Hoffman, Andrew – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
Linear board games have shown great promise as tools to teach whole number concepts (Ramani & Siegler, 2008), but little is known about their utility for supporting negative integer concepts. This study sought to extend the use of linear board games to teach integer concepts. Forty-eight first graders (ages 6-7) counted along an integer board…
Descriptors: Elementary School Students, Grade 1, Elementary School Mathematics, Number Concepts
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Ngai, E. W. T.; Lam, S. S.; Poon, J. K. L. – International Journal of Information and Communication Technology Education, 2013
This paper describes the successful application of a computer-supported collaborative learning system in teaching e-commerce. The authors created a teaching and learning environment for 39 local secondary schools to introduce e-commerce using a computer-supported collaborative learning system. This system is designed to equip students with…
Descriptors: Business, Internet, Program Implementation, Cooperative Learning
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Klisch, Yvonne; Bowling, Kristi G.; Miller, Leslie M.; Ramos, Miguel A. – Journal of Drug Education, 2013
Two online science education games, in which players learn about the risks of prescription drug abuse in the context of investigating crimes, were evaluated to determine shifts of prescription drug abuse attitudes attributable to game exposure. High school students from grades 11 and 12 (n = 179) were assigned to one of the games and participated…
Descriptors: Educational Games, Science Education, Drug Abuse, Adolescent Attitudes
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Girard, C.; Ecalle, J.; Magnan, A. – Journal of Computer Assisted Learning, 2013
Computer-assisted learning is known to be an effective tool for improving learning in both adults and children. Recent years have seen the emergence of the so-called "serious games (SGs)" that are flooding the educational games market. In this paper, the term "serious games" is used to refer to video games (VGs) intended to serve a useful purpose.…
Descriptors: Educational Games, Video Games, Meta Analysis, Learner Engagement
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Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung – British Journal of Educational Technology, 2013
Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…
Descriptors: Active Learning, Instructional Design, Learning Strategies, Computer Simulation
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Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Costa, Maria – Computers & Education, 2013
In this paper, we present an educational game for an iPhone and a Tablet PC. The main objective of the game was to reinforce children's knowledge about the water cycle. The game included different interaction forms like the touch screen and the accelerometer and combined AR mini-games with non-AR mini-games for better gameplay immersion. The main…
Descriptors: Computer Interfaces, Handheld Devices, Educational Games, Computer Games
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