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Pope, Linda Charleen – ProQuest LLC, 2023
Current literature reveals the importance of expanding the educational toolchest to include teaching through games. Game-based learning has been extensively studied, underscoring a human need to have fun while learning. This research project focused on the development of "Paved Paradise: A Tiny House Ecovillage Board Game," that could…
Descriptors: Game Based Learning, Ecology, Sustainability, Knowledge Level
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Lin, Jonathan – Turkish Online Journal of Educational Technology - TOJET, 2022
This study has separated into two stages. In the first stage, we interview with nine students and discover three crucial elements, perceived ease of learning, enjoyment, and useful knowledge, which will affect students' learning attitude. Then we develop a series of gamification curricula for those learners. In the second stage, we adopt…
Descriptors: Game Based Learning, Student Attitudes, Elementary School Students, Foreign Countries
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Feliciano-Semidei, Ricela; Wu, Ke; Chaphalkar, Rachel M. – Journal of University Teaching and Learning Practice, 2022
This study developed a teaching module that incorporated the Monty Hall problem to introduce conditional probability in a college introductory statistics course. This teaching module integrated a guess -- experiment -- discussion approach with game-based instruction. The researchers piloted this module and made modifications. The work of 20…
Descriptors: Teaching Methods, Undergraduate Students, Statistics Education, Introductory Courses
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Song, Yi; Zhu, Mengxiao; Sparks, Jesse R. – Journal of Educational Computing Research, 2023
In this research, we use a process data analysis approach to gather additional evidence about students' argumentation skills beyond their performance scores in a computer-based assessment. This game-enhanced scenario-based assessment (named Seaball) included five activities that require students to demonstrate their argumentation skills within a…
Descriptors: Data Analysis, Academic Achievement, Interaction, Performance
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Alshammari, Ali – Interactive Learning Environments, 2023
Research relevant to Captology in education is in its infancy. Despite its relative newness, a dearth of literature exists on the subject that addresses the design of a persuasive game for educational purposes. Up to this point, the literature does not include any instructional design theories or theoretical frameworks that can be used…
Descriptors: Game Based Learning, Theories, Game Theory, Design
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Pfirman, S.; O'Garra, T.; Bachrach Simon, E.; Brunacini, J.; Reckien, D.; Lee, J. J.; Lukasiewicz, E. – Journal of Geoscience Education, 2021
As the impacts of climate change grow, we need better ways to raise awareness and motivate action. Here we assess the effectiveness of an Arctic climate change card game in comparison with the more conventional approach of reading an illustrated article. In-person assessments with control/reading and treatment/game groups (N = 41), were followed…
Descriptors: Game Based Learning, Educational Games, Instructional Effectiveness, Environmental Education
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Chan, Chung-Shing; Chan, Yat-hang; Fong, Tsz Heung Agnes – International Research in Geographical and Environmental Education, 2020
This paper introduces an e-Learning for urban tourism education through a scenario-based game of a hypothetical city. This scenario game set a good example to integrate components of e-Learning, gamification and scenario-based platform in tourism geography and planning education. This study evaluated the effectiveness of urban tourism scenario…
Descriptors: Urban Areas, Tourism, Game Based Learning, Teaching Methods
Demir, Ümit – ECNU Review of Education, 2022
Purpose: This study aims to research the impact of the e-learning environment, in which game-based education software was used, on the learning of students with intellectual disabilities. Design/Approach/Methods: The study group consisted of 34 students with intellectual disabilities studying at a special education vocational school in C¸…
Descriptors: Students with Disabilities, Geometric Concepts, Educational Games, Game Based Learning
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Gök, Mustafa; Akbas, Elif Ertem – International Online Journal of Education and Teaching, 2019
This study investigated whether the training program given within the framework of the Theory of Didactical Situations (TDS) within a mathematics education course could change the pre-service elementary teachers' attitudes towards a mathematics education course in an 11-week teaching process. In the study, the mixed method was used. The…
Descriptors: Preservice Teachers, Student Attitudes, Attitude Change, Mathematics Education
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Sierra, Javier – Innovations in Education and Teaching International, 2020
This article presents an innovative teaching and learning method based on three different simulations of multi-level governance settings. Public management at the local level is recreated using the SimCity computer game; the decision-making process at the national level is simulated through a national parliament simulation; and the intervention of…
Descriptors: Computer Simulation, Economics Education, Student Attitudes, College Students
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Bikar, Soon Singh; Sharif, Sabariah; Talin, Rosy; Rathakrishnan, Balan – Review of International Geographical Education, 2020
Recent trends show the number of students studying geography in upper secondary school is declining. Among the reasons identified is that geography is perceived as a very tedious and difficult subject to study. With the rapid development of technology in the twenty-first century, the use of multi-media tools and technologies in education have…
Descriptors: Student Attitudes, Attitude Change, Secondary School Students, Student Motivation
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Kaya, Erdogan; Newley, Anna; Yesilyurt, Ezgi; Deniz, Hasan – Journal of College Science Teaching, 2020
With the release of the Next Generation Science Standards (NGSS), assessing K-12 science teachers' self-efficacy in Computational Thinking (CT) is an important research gap to study. Bandura defines self-efficacy as awareness of the individual's potential and capabilities to accomplish a goal. Teaching efficacy beliefs is a significant identifier…
Descriptors: Thinking Skills, Computation, Self Efficacy, Preservice Teachers
Watson-Huggins, Janice – ProQuest LLC, 2018
Children have been playing computer games for many years. Today's children are very technologically savvy compared to 10 years ago. However, no concrete research was done in the Caribbean and in Jamaica to be specific, that investigates the impact of gamification on student academic scores and motivation. Gamification is used to describe the use…
Descriptors: Intervention, Mathematics Achievement, Middle School Students, Game Based Learning
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Fenyvesi, Katalin – Language Teaching Research, 2020
This study has investigated, in a quantitative survey, how the attitudes toward English lessons and the motivation for learning English as a foreign language (EFL) of 276 Danish EFL learners (starting age 7 and 9 years) changed within one year. Second, a subsample of children were interviewed. The study investigated what they liked and disliked…
Descriptors: Second Language Learning, English (Second Language), Learning Motivation, Elementary School Students
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Bosma, Roel H.; Ha, Tran T. Phung; Hiep, Tong Quoc; Phuong, Nguyen T. Huynh; Ligtenberg, Arend; Rodela, Romina; Bregt, Arnold K. – Journal of Agricultural Education and Extension, 2020
Purpose: Mekong Delta's shrimp farming contributes to socio-economic development but tends to reduce the mangrove area. On the one hand, NGOs advocate balancing ecology and economy, while on the other hand, the Vietnamese government supports intensifying shrimp production. The latter strategy increases shrimp diseases and marginalises…
Descriptors: Game Based Learning, Educational Games, Food, Foreign Countries