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Minji Jeon; Kathleen Jantaraweragul; Anne Ottenbreit-Leftwich; Cindy Hmelo-Silver; Krista Glazewski; Bradford Mott; James Lester; Cathy Ringstaff – International Journal of Designs for Learning, 2024
The PrimaryAI project focuses on developing an upper elementary integrated curriculum that covers life science, artificial intelligence (AI), and computer science concepts. The PrimaryAI curriculum uses both problem-based learning (PBL) and game-based learning (GBL) to engage students and situates the curriculum in a real-world context. The…
Descriptors: Inquiry, Artificial Intelligence, Technology Uses in Education, Elementary School Students
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Barman, Linda; Kjällander, Susanne – Designs for Learning, 2022
This article shows conditions for how an educational digital tool can open doors to an increasingly playful world -- and address some of the issues with introducing digital maths in early childhood education. Guided by a design-based research approach, the multimodal design of the educational app-based game DigiMat was iteratively created by a…
Descriptors: Play, Programming, Game Based Learning, Handheld Devices
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Mystakidis, Stylianos; Besharat, Jeries; Papantzikos, George; Christopoulos, Athanasios; Stylios, Chrysostomos; Agorgianitis, Spiros; Tselentis, Dimitrios – Education Sciences, 2022
Immersive virtual reality (VR) is a technology that can be effective for procedural skills training through game-based simulations such as serious games. The current study describes the instructional design, development, and evaluation of the FSCHOOL fire preparedness serious game in a cave automatic virtual environment (CAVE-VR) for elementary…
Descriptors: Curriculum Development, Curriculum Design, Curriculum Evaluation, Computer Simulation
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Wang, Chih-Wei; Rose, Glenda Lynn – New Horizons in Adult Education & Human Resource Development, 2020
This teaching and training case demonstrates how gamification was adopted in the course design of the Tech Integration Coach Pathway, a professional development initiative for Texas adult education and literacy (AEL) staff and teachers to become technology integration coaches. The purpose of the course is to develop certified technology…
Descriptors: Game Based Learning, Curriculum Design, Technology Integration, Faculty Development
Javier Muñoz-Basols, Editor; Mara Fuertes Gutiérrez, Editor; Luis Cerezo, Editor – Multilingual Matters, 2025
This volume offers a rich overview of current research and teaching strategies for the integration of technology into language teaching and learning. It introduces the Planning, Personalization and Implementation (PPI) methodological framework to support educators in engaging with the theoretical foundations and innovative practices that should…
Descriptors: Social Media, Artificial Intelligence, Second Language Instruction, Second Language Learning
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Eleonora Barelli; Michael Lodi; Laura Branchetti; Olivia Levrini – Science & Education, 2025
In a historical moment in which Artificial Intelligence and machine learning have become within everyone's reach, science education needs to find new ways to foster "AI literacy." Since the AI revolution is not only a matter of having introduced extremely performant tools but has been determining a radical change in how we conceive and…
Descriptors: Artificial Intelligence, Science Education, Cognitive Development, Cultural Influences
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Gironella, Fiona – Journal of University Teaching and Learning Practice, 2023
This article explores the praxis of gamification pedagogy and post-secondary course design. The literature on gamified design theory and current research on its application as a pedagogy are explored. A student-centric, motivationally based gamification design model is proposed, operationalized, implemented, evaluated, and reiterated. The design…
Descriptors: Gamification, Game Based Learning, Student Centered Learning, Higher Education
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Ezequiel Aleman – Information and Learning Sciences, 2024
Purpose: This paper aims to address the limitations in designing educational approaches that apply critical approaches to data literacy, given the obscure nature of digital platforms, which leave youth unable to develop discourses that challenge dominant narratives about the role of data in their lives. The purpose of this study is to propose and…
Descriptors: Game Based Learning, Secondary School Students, Nontraditional Education, Foreign Countries
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Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
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Bilbao-Quintana, Naiara; López-de-la-Serna, Arantzazu; Romero-Andonegui, Ainara; Tejada-Garitano, Eneko – Online Submission, 2021
Introduction: The term escape room has undergone a notable evolution in recent years, extending its presence to areas not only recreational but also business or educational. The defining traits (overcoming obstacles, problem-solving, teamwork, time management...) have proven to be valid in business and education. This study presents the…
Descriptors: Thinking Skills, Skill Development, Learning Motivation, Curriculum Design
Harold Abelson, Editor; Siu-Cheung Kong, Editor – MIT Press, 2024
In today's digital society, computational thinking (CT) is a critical component of all children's education. In "Computational Thinking Curricula in K-12," editors Harold Abelson and Siu-Cheung Kong present a range of professional perspectives on the most effective ways to integrate CT into school curricula. Their edited volume, which…
Descriptors: Computation, Thinking Skills, Elementary Secondary Education, Educational Policy
Taylor Milan Kessner – ProQuest LLC, 2021
This dissertation takes up the topic of simulations in social studies education. Though simulations are taken up widely by social studies educators, and though they are described as best practice in social studies standards documents and teacher evaluation rubrics, the term lacks specificity. Additionally, design, research, and implementation…
Descriptors: Social Studies, Computer Simulation, Game Based Learning, Educational Games
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Ng, Davy Tsz Kit; Lee, Min; Tan, Roy Jun Yi; Hu, Xiao; Downie, J. Stephen; Chu, Samuel Kai Wah – Education and Information Technologies, 2023
In recent years, with the popularity of AI technologies in our everyday life, researchers have begun to discuss an emerging term "AI literacy". However, there is a lack of review to understand how AI teaching and learning (AITL) research looks like over the past two decades to provide the research basis for AI literacy education. To…
Descriptors: Artificial Intelligence, Technology Uses in Education, Technological Literacy, Literacy Education
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Wang, Yi Hsuan – Educational Technology & Society, 2020
The study integrated learning technology and various e-learning materials to assist teachers in conducting project-based learning for a science course. The activities were designed for learning science concepts such as circuits and the symbols of electricity firstly, and then for applying the concepts to produce a scientific toy. The study…
Descriptors: Games, Books, Electronic Publishing, Computer Simulation
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Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
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