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Sánchez, Inmaculada Arnedillo, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2018
These proceedings contain the papers of the 14th International Conference on Mobile Learning 2018, which was organised by the International Association for Development of the Information Society, in Lisbon, Portugal, April 14-16, 2018. The Mobile Learning 2018 Conference seeks to provide a forum for the presentation and discussion of mobile…
Descriptors: Electronic Learning, Educational Research, Data Collection, Data Analysis
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
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
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)
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
Holmes, Venita – Houston Independent School District, 2013
Using a pre-post design, this study evaluates the association between participating in a science game (NDE) and science energy knowledge and science interest. A survey was used to explore teacher perceptions of the game on their instructional practices. Outcome measures were collected at the individual level and the game was played at the team…
Descriptors: Energy, Educational Technology, Technology Uses in Education, Educational Games
White, Matthew M. – International Journal of Game-Based Learning, 2012
Contemporary digital games do little to help novice and disadvantaged players wanting to learn to play. The novice-expert divide is a significant barrierfor entry for disadvantaged groups who want to play digital games; this is especially true for women (Jenson, Fisher, & De Castell, 2011). In response to this problem, three new tutorial…
Descriptors: Design, Video Games, Computer Games, Barriers
Asbell-Clarke, Jodi; Edwards, Teon; Rowe, Elizabeth; Larsen, Jamie; Sylvan, Elisabeth; Hewitt, Jim – International Journal of Game-Based Learning, 2012
This paper reports on research of a game designed for scientific inquiry in a new and publicly available massively-multiplayer online environment (MMO). Educators and game designers worked together to create a highly immersive environment, a compelling storyline, and research-grounded tools for scientific inquiry within the game. The designers…
Descriptors: Educational Games, Inquiry, Educational Technology, Technology Uses in Education
Moseley, Alex – International Journal of Game-Based Learning, 2012
Drawing on a participatory study of the Perplex City alternate reality game, this paper considers the data obtained through participation and a detailed survey of the most engaged players, in order to determine the most engaging features and suggest methods for their transfer to educational contexts. Originally presented at a conference in 2008,…
Descriptors: Computer Games, Educational Games, Game Theory, Learner Engagement
García-García, César; Fernández-Robles, José Luis; Larios-Rosillo, Victor; Luga, Hervé – International Journal of Game-Based Learning, 2012
This article presents the current development of a serious game for the simulation of massive evacuations. The purpose of this project is to promote self-protection through awareness of the procedures and different possible scenarios during the evacuation of a massive event. Sophisticated behaviors require massive computational power and it has…
Descriptors: Computer Games, Computer Simulation, Educational Games, Crisis Management
Arora, Payal; Itu, Sorina – International Journal of Game-Based Learning, 2012
The battle between educators and entertainers continues when it comes to gaming. While this is so, the edutainment battleground has expanded to include actors outside formal schooling agencies, namely International Non-Governmental Organizations (INGOs). These actors employ digital games with the aim to educate and activate towards specific social…
Descriptors: Activism, Educational Games, International Organizations, Nongovernmental Organizations
Tanner, John R.; Stewart, Geoffrey; Totaro, Michael W.; Hargrave, Melissa – American Journal of Business Education, 2012
Business simulations serve as learning platforms that stimulate the "gaming" interest of students, that provide a structured learning environment, and that should help manage the time resources of faculty. Simulations appear to provide a context where students feel learning can take place. However, faculty perception of simulation…
Descriptors: Undergraduate Students, Undergraduate Study, Business Administration Education, Marketing
Hayes, Elisabeth R., Ed.; Duncan, Sean C., Ed. – Peter Lang New York, 2012
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games,…
Descriptors: Socialization, Video Games, Epistemology, Multiple Literacies
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