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Anyaegbu, Ruphina; Ting, Wei; Li, Yi – Turkish Online Journal of Educational Technology - TOJET, 2012
This paper is a report on the findings of a qualitative PhD pilot research study on the integration of Serious Games specifically Mingoville to motivate the Chinese primary students in an EFL classrooms. It was carried out in two primary schools: the students are both from low and high income families respectively in Jiangsu Province, PR, China.…
Descriptors: English (Second Language), Second Language Instruction, Educational Games, Computer Uses in Education
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Walton, Marion; Pallitt, Nicola – Language and Education, 2012
Discussions of "game literacy" focus on the informal learning and literacies associated with games but seldom address the diversity in young people's gaming practices, and the highly differentiated technologies of digital gaming in use. We use available survey data to show how, in South Africa, income inequalities influence consumption…
Descriptors: Literacy, Informal Education, Educational Games, Young Adults
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Cronan, Timothy Paul; Leger, Pierre-Majorique; Robert, Jacques; Babin, Gilbert; Charland, Patrick – Simulation & Gaming, 2012
Enterprise Resource Planning (ERP) systems have had a significant impact on business organizations. These large systems offer opportunities for companies regarding the integration and functionality of information technology systems; in effect, companies can realize a competitive advantage that is necessary in today's global companies. However,…
Descriptors: Simulation, Information Technology, Educational Assessment, Management Information Systems
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Cornillie, Frederik; Clarebout, Geraldine; Desmet, Piet – ReCALL, 2012
This paper aims to provide a rationale for the utility of corrective feedback (CF) in digital games designed for language learning, with specific reference to learners' perceptions. Explicit and elaborate CF has the potential to increase learners' understanding of language, but might not be found useful in a game-based learning environment where…
Descriptors: Educational Games, Computer Games, Goal Orientation, Experiential Learning
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Sedano, Carolina Islas; Sutinen, Erkki; Vinni, Mikko; Laine, Teemu H. – Educational Technology & Society, 2012
Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game design process,…
Descriptors: Foreign Countries, Museums, Life Style, History
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Weppel, Sheri; Bishop, Mj; Munoz-Avila, Hector – Journal of Interactive Learning Research, 2012
Instructional games fluctuate between "restricted play" and "free play." Highly structured games with lots of corrective feedback can be less engaging, whereas unstructured games with minimal feedback can lead to frustration. This mixed methods, formative evaluation study investigated how designers might find the balance between too much and too…
Descriptors: Educational Games, Video Games, Computer Uses in Education, Scaffolding (Teaching Technique)
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Hopkins, Brian – College Mathematics Journal, 2010
Two people take turns selecting from an even number of items. Their relative preferences over the items can be described as a permutation, then tools from algebraic combinatorics can be used to answer various questions. We describe each person's optimal selection strategies including how each could make use of knowing the other's preferences. We…
Descriptors: College Mathematics, Mathematics Instruction, Numbers, Algebra
Harris, Christopher – School Library Journal, 2010
If one wants to learn about the role that games play in education, then the University of Wisconsin at Madison is the place to go. It's home to the Games, Learning, and Society Initiative and its current director Dr. Kurt Squire. In this interview, Squire talks about his research and how libraries can embrace gaming as a tool for learning.
Descriptors: Librarians, School Libraries, Higher Education, Partnerships in Education
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Roche, Anne – Australian Primary Mathematics Classroom, 2010
A considerable body of research exists on students' understanding of decimal fractions and the prevalence and persistence of common misconceptions related to this understanding. Results from major studies such as the National Assessment of Educational Progress (NAEP) in the United States and the Concepts in Secondary Mathematics and Science (CSMS)…
Descriptors: Foreign Countries, Mathematics, Number Concepts, Models
Chick, Helen – Mathematics Teaching, 2010
There is much to be learned and pondered by reading "Proofs and Refutations," by Imre Lakatos. It highlights the importance of mathematical definitions, and how definitions evolve to capture the essence of the object they are defining. It also provides an exhilarating encounter with the ups and downs of the mathematical reasoning process, where…
Descriptors: Definitions, Probability, Geometry, Mathematics Instruction
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Noroozi, Omid, Ed.; Sahin, Ismail, Ed. – International Society for Technology, Education, and Science, 2022
The aim of the International Society for Technology, Education, and Science (iHSES) conference is to offer opportunities to share ideas, discuss theoretical and practical issues, and connect with the leaders in the fields of "humanities," "education" and "social sciences." It is organized for: (1) faculty members in…
Descriptors: Flipped Classroom, Student Diversity, Student Experience, College Students
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Charlier, Nathalie; De Fraine, Bieke – Journal of School Health, 2013
Background: Knowledge of first aid (FA), which constitutes lifesaving treatments for injuries or illnesses, is important for every individual. In this study, we have set up a group-randomized controlled trial to assess the effectiveness of a board game for learning FA. Methods: Four class groups (120 students) were randomly assigned to 2…
Descriptors: Foreign Countries, First Aid, Secondary School Students, Experimental Groups
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Sweetser, Penelope – Journal of Learning Design, 2013
Level design is often characterised as "where the rubber hits the road" in game development. It is a core area of games design, alongside design of game rules and narrative. However, there is a lack of literature dedicated to documenting teaching games design, let alone the more specialised topic of level design. Furthermore, there…
Descriptors: Design, Educational Games, Action Research, Educational Technology
Vytlacil, Kerrie A. – ProQuest LLC, 2013
With virtual public school initiatives in each of the 50 states, there is an impetus to develop and implement online programs for the elementary grades (Cavanaugh, 2004, pp. 262-266; Oliver et al., p. 56). Yet, learner usability characteristics for successful online schooling for the elementary grades are unknown and/or unspecified. The purpose of…
Descriptors: Online Courses, Elementary Education, Qualitative Research, Delphi Technique
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Bates, Matthew Ian; Brown, David; Cranton, Wayne; Lewis, James – International Journal of Game-Based Learning, 2011
This paper documents an investigation evaluating if adult offenders can benefit from a facilitated serious-games design project as part of their probation program. Research has observed a participatory design group of adult offenders working with their probation managers and a PhD researcher to create a new serious-game for use by the probation…
Descriptors: Educational Games, Adults, Criminals, Correctional Rehabilitation
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