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Latifa Dekhici; Sarah Maroc – International Society for Technology, Education, and Science, 2023
In this paper, a gamification approach combined with flipped lesson in a training program is described. The program was developed as part of the "InSIDE" Erasmus+ project on the Inclusion of Students with Impairments in Distance Education. The problematic was to find a modern approach and a suitable method to train students with various…
Descriptors: Inclusion, Flipped Classroom, Gamification, Access to Computers
Ade Hamka; Nur Mukminatien – International Society for Technology, Education, and Science, 2023
The aim of this study is to develop a learning media on teaching Descriptive Text for first grader of Senior High School. This study was conducted with Research & Development (R&D) design. The source of the data are the students of one of Islamic senior high schools in Indonesia which consists of thirty-two students. To collect the data,…
Descriptors: Foreign Countries, High School Students, English (Second Language), Second Language Learning
Theresa A/P Stanley Lourdes Benedict – Journal of Chemical Education, 2023
This research will use the self-developed Periodic Table of Ladder board game as a formative evaluation using the 5E learning model. The board game is like the snake and ladder game. In the 5E model, the board game is the formative assessment part of the evaluation phase. The formative assessment is a group of questions set in the question cards.…
Descriptors: Educational Games, Chemistry, Science Instruction, Formative Evaluation
Gibbons, Deborah E.; Freeman, Michael – Decision Sciences Journal of Innovative Education, 2022
Multirole online games offer advantages for learning in business schools, as students process information and coordinate with others while pursuing measurable goals. Gaming environments can be complex, and the choices and timing of players' actions may have long-term effects on the state of the game. Team members practice communication skills as…
Descriptors: Decision Making, Group Dynamics, Computer Games, Educational Games
Scanlan, Mark – Journal of Education for Business, 2022
This paper provides details on a classroom experiment that focuses on returns to foreign assets given uncertain future exchange rates. Students are assigned the role of foreign analysts and decide how much to invest abroad given their expectations about future exchange rates. The experiment allows students to practice calculating the returns to…
Descriptors: Undergraduate Students, Economics Education, Class Activities, Educational Experiments
Erümit, Semra Fis; Yilmaz, Türkan Karakus – Technology, Pedagogy and Education, 2022
In this study, gamification with game-based activities was implemented in an undergraduate information technologies course in a university. While the qualitative results of this mixed methods revealed what aspects of gamification supported students' learning in this course, the quantitative analysis of responses to pre- and post-testing showed…
Descriptors: Game Based Learning, Undergraduate Students, Student Motivation, Learner Engagement
Amprasi, Evaggelia; Vernadakis, Nikolaos; Zetou, Eleni; Antoniou, Panagiotis – International Journal of Instruction, 2022
The purpose of this research was to investigate the impact of two educational interventions, a program based on Full Immersive Virtual Reality games and a Typical Training program, in Selective Attention (SA) of children aged 8-10 years old. Forty-eight girls of elementary school from the city of Komotini, in Greece, participated in this study.…
Descriptors: Computer Simulation, Elementary School Students, Program Effectiveness, Educational Games
Aqlan, Faisal; Zhao, Richard – IEEE Transactions on Education, 2022
Contribution: This article discusses the use of manufacturing simulation games to study collaborative problem-solving skills in engineering students. The simulation represents the mass production paradigm in which large quantities of identical products are produced. Empirical data is collected from the simulation to evaluate the skills engineering…
Descriptors: Manufacturing, Computer Simulation, Teaching Methods, Problem Solving
Afthinos, Yanni; Kiaffas, Zacharias; Afthinos, Theofilos – Technology, Knowledge and Learning, 2022
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game…
Descriptors: Undergraduate Students, Administrator Education, Athletics, Video Games
Guner-Ozer, Mediha; Belet Boyaci, S. Dilek; Özer, Fatih – International Technology and Education Journal, 2022
The present study aimed to discuss the development of an educational digital game for Turkish language instruction as a second language to foreign primary school students. First, the correlation between digital games and education was discussed, the learning and motivational theories fundamental to the educational digital games were investigated,…
Descriptors: Foreign Countries, Turkish, Second Language Instruction, Foreign Students
Riemer, Valentin; Schrader, Claudia – Interactive Learning Environments, 2022
This study investigates how students' competition preference as a trait variable, in conjunction with students' state self-monitoring, affects learning outcome when learning with a serious game. In particular, it is investigated whether competition preference moderates the relation between self-monitoring and learning outcome. For the study, 86…
Descriptors: Competition, Educational Games, Student Characteristics, Self Management
Schenker, Theresa; Kraemer, Angelika – NECTFL Review, 2022
A digital escape room is a gamified activity in which students work collaboratively to solve a series of tasks or riddles within a certain amount of time. They are typically embedded in a story framework at the end of which students need to "escape" an imaginary scenario. Students explore the target culture while using the target…
Descriptors: Gamification, Educational Games, Puzzles, Problem Solving
Grasley-Boy, Nicolette M.; Gage, Nicholas A. – Journal of Behavioral Education, 2022
Inappropriate behaviors often occur in non-classroom settings, such as lunchrooms, due to the increased volume of students with fewer supervising adults. As such, there is a need for effective and efficient behavior management interventions that can be implemented in these environments. To address frequent disruptions in an urban elementary…
Descriptors: Behavior Modification, Urban Schools, Elementary School Students, Lunch Programs
Ishaq, Kashif; Rosdi, Fadhilah; Zin, Nor Azan Mat; Abid, Adnan – Education and Information Technologies, 2022
Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many…
Descriptors: Educational Games, Language Acquisition, Handheld Devices, Computer Oriented Programs
Rudolphi-Solero, Teodoro; Lorenzo-Alvarez, Rocio; Ruiz-Gomez, Miguel J.; Sendra-Portero, Francisco – Anatomical Sciences Education, 2022
Competitive game-based learning within Second Life enables effective teaching of basic radiological anatomy and radiological signs to medical students, with good acceptance and results when students participate voluntarily, but unknown in a compulsory context. The objectives of this study were to reproduce a competitive online game based on…
Descriptors: Medical Students, Medical Education, Game Based Learning, Educational Games

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