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Showing 1 to 15 of 195 results Save | Export
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Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
Stephanie Jeanelle Kinzinger – ProQuest LLC, 2024
This dissertation examines the possibilities and anxieties that attend a notion haunting Western thought since at least Kant--that reality itself is a revisable construct, a kind of collective game with social and physical rules that simultaneously delimit and solicit radical interactivity. Investigating experiments in the gamification of reality…
Descriptors: Philosophy, Phenomenology, Experience, Games
Zhenzhen Qi – ProQuest LLC, 2023
In the age of computing, we rely on software to manage our days, from the moment we wake up until we go to sleep. Software predicts the future based on actualized data from the past. It produces procedures instead of experiences and solutions instead of care. Software systems tend to perpetuate a normalized state of equilibrium. Their application…
Descriptors: Computer Simulation, Video Games, Visual Aids, Computer Games
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Claudia Krautkremer; Louise C. Keegan; Rimke Groenewold; Elizabeth Spencer – Topics in Language Disorders, 2024
This work aims to examine the identities communicated prior to and during a role-playing game (RPG) for individuals with acquired brain injury (ABI). Appraisal, an analysis tool of Systemic Functional Linguistics (SFL), that allows one to examine the interpersonal metafunction, was applied to interview and RPG group treatment conversations. This…
Descriptors: Brain, Injuries, Games, Role Playing
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Priyan L. Jayamaha – International Journal of Technology in Education and Science, 2024
This study investigates the challenges of teaching history to primary school students and the endeavour to develop a board game, supported by educational apps and augmented reality, to enhance the learning experience. The initiative is in response to the New Zealand Ministry of Education's mandate that New Zealand's history must be taught in all…
Descriptors: Elementary School Students, Foreign Countries, Games, Class Activities
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Chengyan Yu; Shihuan Wang; Dong Zhang; Yingying Zhang; Chaoqun Cen; Zhixiang You; Xiaobing Zou; Hongzhu Deng; Ming Li – IEEE Transactions on Learning Technologies, 2024
Numerous children diagnosed with autism spectrum disorder (ASD) exhibit abnormal eye gaze pattern in communication and social interaction. In this study, we aim to investigate the effectiveness of the hide-and-seek virtual reality system (HSVRS) in improving gaze fixation abilities in children with ASD. Our hypothesis is that engaging in a…
Descriptors: Computer Simulation, Games, Eye Movements, Autism Spectrum Disorders
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Pamukcu, Bahattin Selim; Çakir, Hasan – Journal of Learning and Teaching in Digital Age, 2021
To increase the benefits of three-dimensional exercise games, the steps to develop these games need to be effective and efficient. The purpose of this study is to determine the game development model used in the design of three-dimensional games for exercise to create effective, efficient, usable, and safe games for users. In this article, studies…
Descriptors: Exercise, Games, Game Based Learning, Program Development
Rachel Arpin – ProQuest LLC, 2021
Escape room games have emerged in the educational landscape over the last decade and are growing in popularity. Studies show that participants enjoy educational escape room games, however the data to demonstrate learning acquisition and behavior change is limited. This study addressed the research question: How effective are escape room games as a…
Descriptors: Leadership Training, Games, Game Based Learning, Computer Simulation
Matt Bower, Editor; Belinda von Mengersen, Editor – Routledge, Taylor & Francis Group, 2025
This book is a groundbreaking exploration of how to empower students as innovative creators in an increasingly technology-driven world. With rapid advancements in Artificial Intelligence and other technologies reshaping society, this text champions the critical role of creativity in education, explaining how teachers can equip learners with skills…
Descriptors: Technology Uses in Education, Educational Technology, Design, Artificial Intelligence
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Potter, John; Cowan, Kate – Global Studies of Childhood, 2020
This article takes as its starting point a recognition of play as meaning-making, and the playground as a rich and dynamic 'meaning-makerspace' where children draw moment-to-moment, rapidly and readily on the multiple resources available to them to make signs of their interest evident. These resources are drawn from their own lifeworlds, folkloric…
Descriptors: Play, Playgrounds, Elementary School Students, Video Games
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Zazueta-Hernández, Jorge Antonio; López-Barrientos, José Daniel – Teaching Statistics: An International Journal for Teachers, 2021
This paper walks the reader through a simple mathematical characterization of the popular children's game, "Chutes and Ladders," focusing primarily on Monte Carlo simulation. The focus is then shifted to the board game "No Te Enojes" in order to analyze the implications of the introduction of strategy. The presence of strategy…
Descriptors: Games, Monte Carlo Methods, Generalization, Mathematics
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Niccolò Butti; Emilia Biffi; Romina Romaniello; Alessandra Finisguerra; Enza Maria Valente; Sandra Strazzer; Renato Borgatti; Cosimo Urgesi – Journal of Autism and Developmental Disorders, 2025
This study tested the feasibility and efficacy of a Virtual Reality (VR) social prediction training (VR-Spirit) specifically designed for patients with congenital cerebellar malformation. The study is a randomised controlled trial in which 28 cerebellar patients aged 7-25 yo were randomly allocated to the VR-Spirit or to a control intervention in…
Descriptors: Computer Simulation, Prediction, Interpersonal Competence, Children
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Ramadhana A. B., Rakha; Chen, Hsiu-Ling – Education and Information Technologies, 2023
This article discusses the effect of using a commercial off-the-shelf immersive virtual reality game on engineering students' reaction time, hand-eye coordination, and spatial skills. Fifteen (15) college engineering students in Northern Taiwan were conveniently recruited in a single group. Participants were tasked to play the game for 30 min…
Descriptors: College Students, Foreign Countries, Engineering Education, Computer Simulation
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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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Chen Li; Yue Jiang; Peter H. F. Ng; Yixin Dai; Francis Cheung; Henry C. B. Chan; Ping Li – IEEE Transactions on Learning Technologies, 2024
Computer-supported collaborative learning aims to use information technologies to support collaborative knowledge construction by practicing the relevant pedagogical approaches, especially in the distance learning setting. The enabling technologies are fast advancing, and the need for solutions during the COVID-19 global pandemic led to the…
Descriptors: Computer Simulation, Computer Assisted Instruction, Cooperative Learning, Technology Uses in Education
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