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Eisenack, Klaus – Simulation & Gaming, 2013
This article reports and reflects on the design and use of the board game KEEP COOL on climate change. The game covers and integrates central biophysical, economic, and political aspects of the issue. By using a board game as common language between students and scientists from different scientific cultures, knowledge of different disciplines can…
Descriptors: Foreign Countries, Climate, Educational Games, Science Education
Ke, Fengfeng; Abras, Tatiana – British Journal of Educational Technology, 2013
In this paper, we describe an in situ study that examined the diverse design features and effects of three pre-algebra games for middle school children who have either challenges with learning or different language backgrounds. Data were collected through in-field observation, artifact analysis, school performance report and knowledge test during…
Descriptors: Algebra, Middle School Students, Learning Disabilities, Computer Games
Dudley, Dean; Baxter, David – Asia-Pacific Journal of Teacher Education, 2013
Previous studies have sought to ascertain Teaching Games for Understanding (TGfU) conception in pre-service teachers. This exploratory study investigated the problems outlined in the literature surrounding the development of TGfU understanding among pre-service teachers ("n" = 44) of the curriculum instruction model. Blog postings were…
Descriptors: Preservice Teachers, Metacognition, Educational Games, Electronic Publishing
Eastwood, Jennifer L.; Sadler, Troy D. – Computers & Education, 2013
Research in education suggests that computer games can serve as powerful learning environments, however, teachers perceive many obstacles to using games as teaching tools. In this study, we examine three science teachers' implementation and perceptions of a curriculum unit incorporating the game, Mission Biotech (MBt) and a set of supporting…
Descriptors: Case Studies, Observation, Interviews, Technology Integration
Yan, Peng; Slator, Brian M.; Vender, Bradley; Jin, Wei; Kariluoma, Matti; Borchert, Otto; Hokanson, Guy; Aggarwal, Vaibhav; Cosmano, Bob; Cox, Kathleen T.; Pilch, André; Marry, Andrew – International Association for Development of the Information Society, 2013
Research into virtual role-based learning has progressed over the past decade. Modern issues include gauging the difficulty of designing a goal system capable of meeting the requirements of students with different knowledge levels, and the reasonability and possibility of taking advantage of the well-designed formula and techniques served in other…
Descriptors: Intelligent Tutoring Systems, Immersion Programs, Role Playing, Biological Sciences
Cope, Bill; Kalantzis, Mary – Open Review of Educational Research, 2015
This article sets out to explore a shift in the sources of evidence-of-learning in the era of networked computing. One of the key features of recent developments has been popularly characterized as "big data". We begin by examining, in general terms, the frame of reference of contemporary debates on machine intelligence and the role of…
Descriptors: Data Analysis, Evidence, Computer Uses in Education, Artificial Intelligence
Obiekezie, Eucharia Obiageli; Timothy, Alexander Essien – Journal of Education and Practice, 2015
This paper explores ways the classroom environment can fertilise ethnic and religious tolerance in students. In a pre/post test design, 76 students at a university secondary school in the Niger Delta region of Nigeria were randomly selected to respond to a twenty-item survey. Afterwards, the experimental group was exposed to a critical thinking…
Descriptors: Ethnic Groups, Religious Cultural Groups, Prosocial Behavior, Statistical Analysis
Foster, Aroutis; Shah, Mamta – Journal of Educational Computing Research, 2015
There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Learning Experience
Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Educational Technology & Society, 2015
Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and sequential analysis to visualize and better understand their game-based learning process. We…
Descriptors: Elementary School Students, Learner Engagement, Educational Games, Teaching Methods
Muñoz González, Juan Manuel; Rubio García, Sebastián; Cruz Pichardo, Ivanovna M. – Digital Education Review, 2015
At the present time, the use of video games goes beyond mere amusement or entertainment due to its potential for developing capacities, dexterity and skills. Thus, video games have extended to environments like that of education, serving as didactic resources within dynamics that respond to the interests and necessities of the 21st century…
Descriptors: Video Games, Classroom Environment, Classroom Techniques, Cooperative Learning
Raybourn, Elaine M. – International Journal of Game-Based Learning, 2011
The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one's emotional intelligence. Subsequent sections describe the design of game-based, intercultural crucible experiences and how this design was employed for training with members of the United States Marine Corps…
Descriptors: Educational Games, Emotional Intelligence, Military Personnel, Intercultural Communication
Maciuszek, Dennis; Ladhoff, Sebastian; Martens, Alke – International Journal of Game-Based Learning, 2011
To address the lack of documented best practices in the development of digital educational games, the authors have previously proposed a reference software architecture. One of its components is the rule system specifying learning and gameplay content. It contains quest, player character, non-player character, environment, and item rules.…
Descriptors: Educational Games, Instructional Design, Best Practices, Computer Software
Wainess, Richard; Koenig, Alan; Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Effective design of training-related games (games for training and/or assessment) requires synergy between the mechanisms for delivering instructional content and the mechanisms for learning game play and game functionality (Becker, 2006). The learning domain must be embedded as a core game mechanic: that is, the game cannot be advanced or won…
Descriptors: Direct Instruction, Play, Video Games, Educational Games
Exceptional Parent, 2011
Kids aged five and under learn best through play. Instead of buying just any toy, look for toys or activities with things to teach: like the alphabet or names of different animals, and more. Children will play with their new toy and not even realize they are learning while they play. This article focuses on gift ideas for the holiday season, with…
Descriptors: Holidays, Play, Toys, Thinking Skills
Brom, Cyril; Preuss, Michal; Klement, Daniel – Computers & Education, 2011
Curricular schooling can benefit from the usage of educational computer games, but it is difficult to integrate them in the formal schooling system. Here, we investigate one possible approach to this integration, which capitalizes on using a micro-game that can be played with a teacher's guidance as a supplement after a traditional expository…
Descriptors: Control Groups, Computer Assisted Instruction, Foreign Countries, Lecture Method

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