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Showing 1 to 15 of 37 results Save | Export
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Luciano Bastos De Carvalho; José Dutra De Oliveira Neto – Accounting Education, 2023
New technologies shape the market by requiring hybrid skills for accounting professionals. Serious games may help to prepare students by cultivating these skills. However, an improper game application may disrupt students' skill development. A guide is necessary to avoid a disruptive scenario by making serious games a proper teaching methodology…
Descriptors: Game Based Learning, Accounting, Business Administration Education, Skill Development
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Ching-Yi Chang; Hsiu-Ju Jen; Jie Chi Yang – Interactive Learning Environments, 2024
Nursing students participating in labor support training need to learn core clinical skills to assess the delivery process to reduce the risk and labor pain of pregnant women. We proposed an approach to integrate scenario game-based learning with the experiential learning strategy to facilitate nursing students' learning performance and six core…
Descriptors: Vignettes, Game Based Learning, Experiential Learning, Learning Strategies
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Marika Kunnas; Gail Prasad; Taylor Boreland; Shayna Brissett-Foster – Canadian Modern Language Review, 2024
French-as-a-second-language (FSL) teacher candidates' French proficiency and confidence are key indicators of recruitment and retention of FSL teachers. This paper outlines a pilot project, the Conversation Club, that was used to address linguistic insecurity and proficiency in FSL teacher candidates at one university. The Conversation Club was a…
Descriptors: Foreign Countries, Language Teachers, Second Language Learning, French
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Paulina Pui Yun Wong; Gary Wai Chung Wong; Piyasuda Pangsapa; Daniel Jiandong Shen – Electronic Journal of e-Learning, 2024
The use of the metaverse in education has gained increasing attention as a potential supplement to traditional teaching methods. This study aimed to investigate the impact of experiential learning on students' intent to use metaverse learning platforms and to explore how the metaverse can support these approaches. The study included participants…
Descriptors: Computer Simulation, Educational Strategies, Experiential Learning, Game Based Learning
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K. Megan Carpenter; Anthony D. Cunningham; Laura Smith; Kelly Krigbaum – Journal of Occupational Therapy Education, 2023
Healthcare continues toward team-based approaches in which multiple disciplines collaborate to ensure holistic patient care. National standards for intraprofessional collaboration guide curriculum design for entry-level occupational therapy (OT) and occupational therapy assistant (OTA) programs to ensure students acquire specific skills and…
Descriptors: Occupational Therapy, Interdisciplinary Approach, Game Based Learning, Puzzles
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López-Hernández, Carlos; Lizarraga-Álvarez, Gloria Isabel; Soto-Pérez, Manuel – Accounting Education, 2023
This study presents an empirically validated serious game proposal to cope with the challenges of apathy and lack of security in freshmen studying accounting. A review of the literature on serious games in accounting education found a dearth of studies identifying the factors that promote their effectiveness. Therefore, this study first analyses…
Descriptors: Accounting, Business Administration Education, Experiential Learning, Game Based Learning
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Griffith, Anna – Journal of Interdisciplinary Studies in Education, 2023
This qualitative study explores how educators can foster creativity across disciplines through a conceptual framework for creative interdisciplinary collaboration. The article introduces the Creativity Lab process model, which generates collaboratively developed, multifaceted but cohesive project ideas. The author argues that while creativity and…
Descriptors: Creativity, Laboratories, Interdisciplinary Approach, Higher Education
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Leclercq, Catherine; Saba, Anna; Moneta, Elisabetta; Nardo, Nicoletta; Natella, Fausta; Peparaio, Marina; Saggia Civitelli, Eleonora; Toti, Elisabetta; Sinesio, Fiorella – Applied Environmental Education and Communication, 2023
The potential of game-based experiential workshops to complement focus groups in identifying drivers/barriers to environmentally sustainable food systems was explored. Sixty adults from an Italian bio-district answered to a questionnaire; among them, nineteen and twenty-one people participated in a game-based experiential workshop and in a focus…
Descriptors: Game Based Learning, Experiential Learning, Workshops, Focus Groups
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Ting-Chia Hsu; Mu-Sheng Chen – Education and Information Technologies, 2025
This study aimed to compare the effectiveness of the experiential learning cycle (ELC) and self-regulated learning (SRL), both implemented through a game-based approach (AI 2 Robot City board game), in fostering computational thinking (CT) and understanding of artificial intelligence (AI) applications in university level. The sample consisted of…
Descriptors: College Freshmen, Artificial Intelligence, Logical Thinking, Teaching Methods
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Matlubah, Helliyatul – International Education Journal: Comparative Perspectives, 2023
This study explores the instructional practices implemented by two Muslim homeschooling mothers living in Australia. These mothers have homeschooled their primary-aged children for at least one year. The research aims to understand Muslim homeschooling parents' pedagogical practices to apply learner-centred teaching (LCT) to cater for students'…
Descriptors: Foreign Countries, Muslims, Home Schooling, Mothers
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Seifert, Tami; Gez, Yoav – International Journal of Game-Based Learning, 2021
The article describes projects that combined experiential learning and gamification with teachers and pupils in junior high school science classes. The pupils planned and designed projects and critiqued the quality of the final products. A field report study model was employed using principles from the world of play in order to better understand…
Descriptors: Learner Engagement, Game Based Learning, Play, Recess Breaks
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Vasiliki Brinia; Aris Plios; Paraskevi Psoni – International Journal of Learning and Change, 2024
Playfulness as a learning technique is applied into the present research in a group of adult learners. Initially, a game scenario was designed and implemented for the subject of microeconomics. Following a qualitative research methodology, through observation and interviews with ten participants before and after the playful activity, the results…
Descriptors: Play, Game Based Learning, Microeconomics, Learning Activities
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Greenhaw, Laura L.; Bastian, Kenzie J.; Hurdle, J. Clay – Journal of Leadership Education, 2023
COVID-19, by all accounts, forced higher education to shift to distance delivery. As a result, faculty attempted to innovate and integrate new teaching methods as courses moved online. We utilized an online, virtual reality game to teach team decision-making as a function of leadership. In teams, learners worked cooperatively, making decisions and…
Descriptors: Electronic Learning, Experiential Learning, Leadership Training, COVID-19
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Muhly, Fabian; Leo, Philipp; Caneppele, Stefano – Journal of Cybersecurity Education, Research and Practice, 2022
Social engineering is a method used by offenders to deceive their targets utilizing rationales of human psychology. Offenders aim to exploit information and use them for intelligence purposes or financial gains. Generating resilience against these malicious methods is still challenging. Literature shows that serious gaming learning approaches are…
Descriptors: Educational Games, Social Psychology, Engineering Education, Experiential Learning
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Elisa Saraiva; Fábio Faria; Célia Ferreira; Maria Manuel Azevedo – Journal of Teacher Education for Sustainability, 2024
There is a consensus that the content of education for sustainability should be integrated into the curriculum, engaging students in activities that promote awareness and practice of sustainability. To achieve this goal, it is essential to adopt a student-centered approach that involves creative, stimulating, and challenging activities. This…
Descriptors: Sustainability, Student Centered Learning, Grade 8, Outdoor Education
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