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Russell, Jennifer; Beavis, Catherine – English in Australia, 2012
Contemporary curriculum guidelines, such as those provided in the incoming Australian curriculum, call for English to attend to multimodal forms of text and literacy as well as more traditional forms. Students are expected to become capable and critical readers, users and creators of texts and forms of literacy that span everything from newspapers…
Descriptors: Foreign Countries, Curriculum Guides, Learning Modalities, Multimedia Instruction
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Hayward, Elizabeth O. – Cultural Studies of Science Education, 2012
In this paper I explore how Margaret Beier, Lesley Miller, and Shu Wang make claims for the validity and reliability of the instrument they developed to explore the construct of "possible selves" as described in their manuscript, "Science Games and the Development of Scientific Possible Selves."
Descriptors: Self Concept Measures, Measurement Techniques, Test Construction, Test Validity
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Chen, Zhi-Hong; Chou, Chih-Yueh; Biswas, Gautam; Chan, Tak-Wai – British Journal of Educational Technology, 2012
Although competition is regarded as a powerful motivator in game-based learning, it might have a negative influence, such as damage to confidence, on students who lose the competition. In this paper, we propose an indirect approach, substitutive competition, to alleviate such negative influences. The approach is used to develop a My-Pet v3 system,…
Descriptors: Competition, Chinese, Negative Attitudes, Educational Experiments
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Thorne, Steven L.; Fischer, Ingrid; Lu, Xiaofei – ReCALL, 2012
Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) "World of Warcraft" ("WoW"), with specific…
Descriptors: Interpersonal Communication, Interaction, Literacy, Linguistics
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Rama, Paul S.; Black, Rebecca W.; van Es, Elizabeth; Warschauer, Mark – ReCALL, 2012
What are the affordances of online gaming environments for second language learning and socialization? To answer this question, this qualitative study examines two college-age Spanish learners' experiences participating in the Spanish language version of the massively multi-player online game "World of Warcraft." Using data culled from participant…
Descriptors: Computer Assisted Instruction, Second Language Learning, Participant Observation, Computer Games
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Connolly, Thomas M.; Boyle, Elizabeth A.; MacArthur, Ewan; Hainey, Thomas; Boyle, James M. – Computers & Education, 2012
This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and…
Descriptors: Evidence, Games, Literature Reviews, Computer Games
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Kickmeier-Rust, Michael D.; Mattheiss, Elke; Steiner, Christina; Albert, Dietrich – International Journal of Game-Based Learning, 2011
One of the trump cards of digital educational games is their enormous intrinsic motivational potential. Although learning game design is often understood on a one-fitsall level, the actual motivational strength of an educational game strongly depends on the individual learners, their very specific goals, preferences, abilities, strength and…
Descriptors: Educational Games, Computer Games, Psychoeducational Methods, Learning Motivation
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Bosche, Wolfgang; Kattner, Florian – International Journal of Game-Based Learning, 2011
Digital games and their power as a tool for acquiring knowledge, training skills and changing behavior are--for some laymen--associated with rather negative concepts, and are thought to pose a general health risk. This paper shortly reviews and evaluates the scientific evidence for both positive and negative outcomes. It describes how particularly…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Games
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Kyzy, Jyldyz Tabyldy – International Journal of Virtual and Personal Learning Environments, 2011
Decisions on both personal and public matters benefit significantly if uncertainties and risks are handled with more care and accuracy. It is crucial to refine and express degrees of confidence and subjective probabilities of various outcomes. Experience, intuition, and skills help make the most of uncertain information. This paper proposes a…
Descriptors: Decision Making, Computer Games, Design, Feedback (Response)
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Meyer, Brad C.; Bishop, Debra S. – Decision Sciences Journal of Innovative Education, 2011
Students are put in the role of a manager who watches inventory levels decrease and must order at the right time and in the right quantity to minimize costs. This interactive game requires the students to race against time and has levels of increasing difficulty. It introduces the students to the concepts of holding cost, ordering cost, backlog…
Descriptors: Internet, Computer Games, Student Role, Role Playing
Weinstein, Margery – Training, 2011
A changing mindset combined with changing technology is driving the use of games and simulations. People are becoming more open to using games and simulations for learning, and, at the same time, the technologies are making the development of games and simulations easier and faster than a mere five years ago. Together, the changing mindset and the…
Descriptors: Electronic Learning, Case Studies, Computer Interfaces, Computer Graphics
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Forsyth, Carol M.; Graesser, Arthur C.; Pavlik, Philip, Jr.; Cai, Zhiqiang; Butler, Heather; Halpern, Diane; Millis, Keith – Journal of Educational Data Mining, 2013
Operation ARIES! is an Intelligent Tutoring System that is designed to teach scientific methodology in a game-like atmosphere. A fundamental goal of this serious game is to engage students during learning through natural language tutorial conversations. A tight integration of cognition, discourse, motivation, and affect is desired to meet this…
Descriptors: Intelligent Tutoring Systems, Scientific Methodology, Science Instruction, Educational Games
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De Grove, Frederik; Van Looy, Jan; Mechant, Peter – International Journal of Game-Based Learning, 2013
Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare…
Descriptors: German, Comparative Analysis, Second Language Learning, Second Language Instruction
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Panagiotakopoulos, Chris T.; Sarris, Menelaos E. – International Education Studies, 2013
The present study reports the basic characteristics of a game-like application entitled "Playing with Words-PwW". PwW is a single-user application where a word must be guessed given an anagram of that word. Anagrams are presented from a predefined word list and users can repeatedly try to guess the word, from which the anagram is…
Descriptors: Foreign Countries, Teaching Methods, Educational Games, Word Lists
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Hanewald, Ria – Turkish Online Journal of Distance Education, 2013
The purpose of this paper is to present selected literature on learners and collaborative learning in virtual worlds. Research in virtual worlds on collaborative learners is gradually emerging and will gain in significance, particularly in online and distance education environments. It will be argued that the design and functionality of virtual…
Descriptors: Cooperative Learning, Electronic Learning, Distance Education, Educational Environment
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