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Reinhardt, Jonathon – New Language Learning and Teaching Environments, 2019
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
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Zelazo, Philip David; Blair, Clancy B.; Willoughby, Michael T. – National Center for Education Research, 2016
Executive function (EF) skills are the attention-regulation skills that make it possible to sustain attention, keep goals and information in mind, refrain from responding immediately, resist distraction, tolerate frustration, consider the consequences of different behaviors, reflect on past experiences, and plan for the future. As EF research…
Descriptors: Executive Function, Attention Control, Educational Research, Learning Processes
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Schoen, Lawrence M. – Teaching of Psychology, 1996
Recommends using mnemonics as an introduction to the study of human memory and cognitive processes. Students generally have some familiarity with mnemonics and the device lends itself to a number of interesting games and experiments. Includes suggested activities using mnemonics and the Monopoly board game. (MJP)
Descriptors: Cues, Educational Games, Games, Higher Education
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Laughery, K. Ronald – Simulation and Games, 1984
Presents some arguments for new training approaches to teaching people how to play games based on the literature about how humans play games, how they acquire game-playing skills, and game-playing theory. An example of the role-reversal approach to training is presented with some experimental findings regarding its effectiveness. (MBR)
Descriptors: Behavior, Epistemology, Games, Instructional Improvement
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Biggs, William D. – Simulation and Games, 1987
Defines computerized functional business games as those focusing on decision making and integration in the areas of accounting/finance, marketing, personnel/human resources, and production/operations. Nine currently available games are reviewed and evaluated in the context of a learning model. (Author/LRW)
Descriptors: Accounting, Business, Computer Simulation, Decision Making