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Showing 1 to 15 of 22 results Save | Export
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Isaiah T. Awidi; Jonas Quashie Klutsey – Technology, Knowledge and Learning, 2025
This research examines the effect of critical reflection activities in an educational environment that uses active and blended learning experiences for students to develop confidence, motivation, and engagement with their learning. A mixed-methods research approach was adopted on a sample of 137 Communications and Media students, who were involved…
Descriptors: College Students, Self Esteem, Student Motivation, Learner Engagement
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Hans G. K. Hummel; Rob Nadolski; Hugo Huurdeman; Giel van Lankveld; Konstantinos Georgiadis; Aad Slootmaker; Hub Kurvers; Mick Hummel; Petra Neessen; Johan van den Boomen; Ron Pat-El; Julia Fischmann – Journal of Computer Assisted Learning, 2024
Background: Complex skills, like analytical thinking, are essential in preparing students for future professions. Serious games hold potential to stimulate the online acquisition of such professional skills in an active and experiential way. Objective: Rubrics are proven assessment and evaluation instruments, but were never directly integrated…
Descriptors: Game Based Learning, Scoring Rubrics, Educational Games, Computer Simulation
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Shokeen, Ekta; Weintrop, David; Pellicone, Anthony James; Moon, Peter Francis; Ketelhut, Diane; Cukier, Michel; Plane, Jandelyn Dawn – Information and Learning Sciences, 2023
Purpose: The purpose of this paper is to understand the role of perplexity in young players' experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios. Design/methodology/approach: We used a constructivist grounded theory approach and the lenses of Dewey's conceptualization of…
Descriptors: Game Based Learning, Educational Games, Video Games, Reflection
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Roland Gesthuizen; Hazel Tan; Gillian Kidman – International Research in Geographical and Environmental Education, 2025
This study explores the use of virtual worlds, specifically Minecraft, on sustainability education and cognitive skills. Using the Teaching to Inspire model as a lens, we examine how students design sustainable virtual buildings and cityscapes aligned with the UN Sustainable Development Goals and the social-ecological systems (SES) framework. Our…
Descriptors: Environmental Education, Sustainability, Video Games, Cognitive Processes
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Anisha Gupta; Dan Carpenter; Wookhee Min; Jonathan Rowe; Roger Azevedo; James Lester – International Journal of Artificial Intelligence in Education, 2024
Reflection plays a critical role in learning. Game-based learning environments have significant potential to elicit and support student reflection by prompting learners to think critically about their own learning processes and performance. Stealth assessment models, used for unobtrusively assessing student competencies from evidence of game…
Descriptors: Bias, Reflection, Evaluation Methods, Game Based Learning
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Perihan Korkut; Sevki Kömür; Ertan Deren; Firat Akdogan – International Journal of Education & the Arts, 2025
This study was conducted in the context of the Tales by Teens project, which uses process drama as a part of its procedure. The study examines one teacher's reflection-in-action during two process dramas, focusing on the complex interplay between pedagogical thinking and student influences. Using a case study research design, it investigates how…
Descriptors: Drama, Teacher Attitudes, Teaching Methods, Reflection
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Rubkwan Thammaboosadee – Designs for Learning, 2025
This paper examines the practical application of "Stardust Odyssey: City's Last Stand," a tabletop game designed to support experiential learning about socio-economic inequality within Thailand's neoliberal education system. Anchored in Process Drama and Design-Based Research (DBR), the study explores how the game operates as an…
Descriptors: Neoliberalism, Educational Games, Foreign Countries, Drama
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David Fenton – Canadian Journal for the Scholarship of Teaching and Learning, 2025
Globalization, the rise of the digital economy, and the restrictions caused by the COVID-19 pandemic (Dean & Campbell, 2020; Sutherland & Symmons, 2013; Zegwaard et al., 2020) have contributed to the emergence of several modalities of work-integrated learning (WIL) in higher education. The result of all this activity has been a rise in the…
Descriptors: Work Based Learning, Curriculum Design, College Curriculum, Readiness
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Schroer, Joseph E.; Thomas, Robin D. – Mind, Brain, and Education, 2020
This exploratory study investigated behavioral and neural correlates of spatial reasoning in 21 children aged 6-12 years-old during educational video game play. Behavioral measures included child performance in learning the concept during the pretest, practice, and posttest portions of the game. Neural correlates using electroencephalography…
Descriptors: Reflection, Young Children, Educational Games, Video Games
Elizabeth Louise Jones – ProQuest LLC, 2021
I have always valued reflection highly -- as a means of developing as a writer and as a life practice -- but I have been disappointed by the lack of thought resembling reflection when asking students to write about their writing practices. This dissertation presents the results of a grounded theory study of student reflective assignments through a…
Descriptors: Reflection, Writing Instruction, Game Based Learning, Courses
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Geden, Michael; Emerson, Andrew; Carpenter, Dan; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Journal of Artificial Intelligence in Education, 2021
Game-based learning environments are designed to provide effective and engaging learning experiences for students. Predictive student models use trace data extracted from students' in-game learning behaviors to unobtrusively generate early assessments of student knowledge and skills, equipping game-based learning environments with the capacity to…
Descriptors: Game Based Learning, Middle School Students, Microbiology, Secondary School Science
Goehlert, Timothy T. – ProQuest LLC, 2022
When both students and teachers are disengaged, there is an impact at the class level and on the larger educational community. Thus, examining experiential methods that spark professor interest and passion as well as engage students is beneficial for faculty development, student learning, and institutional improvement. This thematic analysis…
Descriptors: Game Based Learning, College Faculty, Teacher Attitudes, Best Practices
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Dania, Aspasia – Curriculum Studies in Health and Physical Education, 2021
At the onset of emergency remote teaching in higher education, as a rapid response to the virus pandemic, I organised an online course that focused on Game Based Approaches. The course was part of the professional development initiatives I have been designing for Physical Education teachers over the past ten years, as a teacher educator working in…
Descriptors: Ethnography, Critical Theory, Physical Education Teachers, Teacher Education
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Stufft, Carolyn J.; von Gillern, Sam – Journal of Adolescent & Adult Literacy, 2021
This article explores the written reflections and multimodal analyses of 31 middle school students who engaged with video games as texts. For four consecutive days, students spent 30 minutes playing video games and then 30 minutes writing reflections on their experiences and perceptions, resulting in 124 total reflections. Students focused on how…
Descriptors: Learning Modalities, Learning Processes, Associative Learning, Game Based Learning
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Chen, Chih-Hung – Educational Technology Research and Development, 2020
Although a great deal of research has evidenced the effects of proper instructional design on multimedia learning, most has focused on the cognitive aspects of learning, with little concern about the role of affective-motivational states in multimedia learning. In this study, an AR game-based learning method was designed via integrating AR…
Descriptors: Computer Simulation, Computer Games, Game Based Learning, Multimedia Instruction
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