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Zachariah Beck; Brandon Alpert; Alexander Bowman; William R. Watson; Adrian B. Tepole – Biomedical Engineering Education, 2024
Video games have emerged as a medium for learning by creating engaging environments, encouraging creative and deep thinking, and exposing learners to complex problems. Unfortunately, even though there are increasing examples of video games for many basic science and engineering concepts, similar efforts for higher level engineering concepts such…
Descriptors: Video Games, Technology Uses in Education, Biomedicine, Engineering Education
Andrew M. Phelps; Christopher A. Egert; Mia Consalvo – International Journal of Designs for Learning, 2021
This article describes the educational, operational, and practical implementation of an upper-division undergraduate studio-style course centered on the subject of game production. Specifically, the article addresses the course organization and processes, the institutional context for the course (i.e., its situated role in the larger curriculum),…
Descriptors: Undergraduate Students, Video Games, Educational Games, Computer Software
Cortés, Darwin; Mantilla, César; Prada, Laura – Journal of Economic Education, 2023
The authors adapted a lab-in-the-field experiment emulating the dynamic extraction of a fishery to create a Web-based classroom experiment. The game includes a multi-player version analogous to an open-access problem and a single-player version analogous to the social planner problem. This game is helpful in introductory microeconomics courses to…
Descriptors: Web Based Instruction, Teaching Methods, Elective Courses, Animal Husbandry
Thevenin, Benjamin – Journal of Media Literacy Education, 2020
This article describes "Dark Ride: Disneyland" - a mobile game that encourages Disneyland guests to critically consider Disney's representations of history, culture, and technology. The game was the creation of a group of faculty, students and professionals associated with Brigham Young University. The article contextualizes the game and…
Descriptors: Corporations, Educational Games, Media Literacy, Handheld Devices
Carmen Petrick Smith – Mathematics Teacher: Learning and Teaching PK-12, 2023
Geometric constructions present an opportunity to help students develop geometric proofs and justifications while actively creating mathematical representations (Mariotti, 2001). Though traditionally carried out with paper and pencil, dynamic geometry software allows students to produce more precise constructions with greater certainty…
Descriptors: Geometric Concepts, Mathematics Instruction, Teaching Methods, Validity
Iago Rodrigues Agualuza; Silvana Morita Melo; Lina Garcés; Vânia de Oliveira Neves – Informatics in Education, 2025
Modern software companies prioritize high-quality products for competitiveness, and Software Process Improvement (SPI) models help achieve this. In Brazil, the Brazilian Software Process Improvement Model ("MPS-SW" model) is widely used, but its complexity and extensive documentation make it challenging to teach in undergraduate courses.…
Descriptors: Educational Games, Teaching Methods, Computer Science Education, Computer Software
Dreger, Kelly C.; Ticknor, Bobbie – Journal of Educators Online, 2022
The need for digital transformation is in high demand, and Extended Reality (XR) is increasing in popularity within education, business, healthcare, and entertainment. More clarification is needed on how XR can be used for meaningful experiences. In this typological article, we explain the various classifications inherent within XR environments…
Descriptors: Computer Simulation, Technology Uses in Education, Theories, Educational Strategies
Westera, Wim; Prada, Rui; Mascarenhas, Samuel; Santos, Pedro A.; Dias, João; Guimarães, Manuel; Georgiadis, Konstantinos; Nyamsuren, Enkhbold; Bahreini, Kiavash; Yumak, Zerrin; Christyowidiasmoro, Chris; Dascalu, Mihai; Gutu-Robu, Gabriel; Ruseti, Stefan – Education and Information Technologies, 2020
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game…
Descriptors: Artificial Intelligence, Educational Games, Educational Technology, Computer Software
Maura N. Snyder; Alanna L. Peebles – Communication Teacher, 2025
A core component of teaching media literacy involves students analyzing and reflecting on how they use media in their daily lives. In this hands-on activity, college students play social media privacy bingo. Each square represents a different type of private information that they might choose to share on social media. The instructor calls out…
Descriptors: Social Media, Teaching Methods, Media Literacy, Student Attitudes
Harriger, Alka; Harriger, Bradley; Flynn, Susan – Technology and Engineering Teacher, 2021
Now in its sixth year of implementation, the TECHFIT approach involves having individuals and teams of middle school teachers successfully complete a week-long, professional development (PD) workshop through which they acquire the essential skills that contribute to the task of innovating an exergame. An exergame is a technology-supported fitness…
Descriptors: Middle School Teachers, Faculty Development, Programming, Educational Games
Liontas, John I. – Iranian Journal of Language Teaching Research, 2022
This article both describes and explains the nature of system simulations--the generation of (non-)numeric models representing characteristics, behaviors, or functions of physical or abstract systems/processes under study. For ease of presentation, I first present some of the most pressing theoretical-practical considerations concerning…
Descriptors: Second Language Learning, Second Language Instruction, Computer Software, Computer Games
Gusev, Dmitri A. – Association Supporting Computer Users in Education, 2021
A wide variety of modern chess software products is available to the modern professional and amateur chess players alike, helping them improve their chess skills and prepare for online and traditional tournaments. These products include chess user interfaces (UIs), traditional Alpha-Beta (AB) and emergent Neural Network (NN) chess engines, game…
Descriptors: Games, Computer Software, Open Source Technology, Competition
Mark F. Thouin; William E. Hefley – Journal of Information Systems Education, 2024
The product owner role is one of three key roles in the Scrum software development process. Industry demand for product owners is growing exponentially, and educators need effective techniques for teaching students the knowledge, skills, and competencies required to be effective product owners. To address this need, this Teaching Tip describes how…
Descriptors: Computer Software, Experiential Learning, Computer Simulation, Graduate Students
Donald Conant – Journal of Education for Business, 2023
For years, researchers have recognized the expectation within the business community that business school graduates possess a working knowledge of spreadsheet applications. Academics continue to seek effective ways to teach these skills in an academic setting. This exercise uses Wordle, a five-letter word guessing game, to teach students…
Descriptors: School Business Relationship, College Students, Business Education, Technology Uses in Education
Mallas, Andreas; Xenos, Michalis – International Association for Development of the Information Society, 2019
Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagram[character omitted]atic an environment used to gamify the in-classroom activity of designing diagrams during a lecture. Using Diagram[character omitted]atic the…
Descriptors: Educational Games, Game Based Learning, Handheld Devices, Computer Oriented Programs

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