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Tavares, Rita; Marques Vieira, Rui; Pedro, Luís – Education Sciences, 2021
This paper reports research work related to a wider study, aimed at developing a mobile app for Science Education in primary-school. Several studies reveal that Science Education can be improved by using technology, namely educational software. However, to promote a structured use of technology, innovative learning approaches must be designed for…
Descriptors: Science Education, Educational Technology, Telecommunications, Handheld Devices
Shahrokni, Seyed Abdollah – TESL-EJ, 2021
This ethnographic case study aims to examine second language socialization (SLS) in a massively multiplayer online game (MMOG) called Stronghold Kingdoms (SK). To explore the affordances of this community for SLS, the social dynamics in a Faction community during 4 life-time periods, namely, war, post-war peace and life in exile, end of the world,…
Descriptors: Ethnography, Computer Games, Second Language Learning, Second Language Instruction
Gustave Weltsek – International Journal of Designs for Learning, 2021
Z402 Youth Theatre Tour was designed from a critical performative pedagogical positioning (Weltsek, 2019). Here learning emerges from how individuals and communities perform their emergent identities as they cross literal and metaphorical socio-cultural borders. Z402 resulted in a 100% student created new play, parallel workshop, and study guide.…
Descriptors: Pandemics, COVID-19, Theater Arts, Self Concept
Chen, Hong-Ren; Lin, You-Shiuan – Technology, Pedagogy and Education, 2016
By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students' learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of…
Descriptors: Educational Games, Computer Games, Poetry, Junior High School Students
Hudson, Matthew – Online Submission, 2016
Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…
Descriptors: Ethnography, Well Being, Social Influences, Self Esteem
Bailey, Chris – Literacy, 2016
Recent work around the use of virtual world video games in educational contexts has conceptualised literacies as communal processes, whilst considering complex notions of collaboration through participants' multiplicity of presence in hybrid virtual/physical locations. However, further research is necessary in order to help us understand how the…
Descriptors: Singing, Video Games, Interpersonal Relationship, Ethnography
Pellas, Nikolaos; Vosinakis, Spyridon – Education and Information Technologies, 2018
Computer games are quickly gaining momentum by enabling new approaches to teaching and learning experience for programming courses in K-12 curriculum. However, it remains unclear if the game interface and elements created by using three-dimensional (3D) virtual worlds combined with visual programming languages or a visual programming environment…
Descriptors: Computer Games, Educational Technology, Technology Uses in Education, Problem Based Learning
Woodham, Omar P. – Marketing Education Review, 2018
This article introduces a simulation, Marketplace Live, and compares students' simulation performance with their course performance. The sample is drawn from 13 sections of the author's Marketing Concepts (Principles of Marketing) course. The results support the idea that marketing simulations do contribute to learning marketing concepts. Evidence…
Descriptors: Marketing, Teaching Methods, Instructional Effectiveness, Tests
Martin-SanJose, Juan-Fernando; Juan, M. -Carmen; Mollá, Ramón; Vivó, Roberto – Interactive Learning Environments, 2017
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays,…
Descriptors: Computer Interfaces, Visual Aids, Teaching Methods, Computer Games
Graham, Kendra; Anderson, James; Rife, Conrad; Heitmeyer, Bryce; Patel, Pranav R.; Nykl, Scott; Lin, Alan C.; Merkle, Laurence D. – IEEE Transactions on Learning Technologies, 2020
Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a…
Descriptors: Computer Networks, Information Security, Task Analysis, Computer Games
Zhang, Cheng; Chen, Bing – Higher Education Studies, 2019
It is important for students in the built environment related disciplines to acquire subject-based knowledge and skills from reflecting on their experience. In return, the learning-by-doing approach has been widely adopted in the academic cluster of built environment. To further strengthen this, this paper proposes a Virtual Reality (VR) based…
Descriptors: Engineering Education, Building Design, Cooperative Learning, Physical Environment
Koparan, Timur – International Journal of Assessment Tools in Education, 2019
Technology and games are the areas where learners are most interested in today's world. If these two can be brought together within the framework of learning objectives, they can be an advantage for teachers and students. This study aims to investigate the learning environment supported by game and simulation. The games were used to evaluate the…
Descriptors: Computer Simulation, Game Based Learning, Educational Environment, Probability
Unlu, Serkan; Kiray, Seyit Ahmet – Online Submission, 2022
This book has been prepared to introduce common technological tools that can be used in science education in the distance education process. Although most of the applications introduced in the book are used in face-to-face education, this book focuses on their use in the distance science education process. In the Introduction part of the book, the…
Descriptors: Computer Software, Videoconferencing, Distance Education, Pandemics
Coulson, Mark; Oskis, Andrea; Gould, Rebecca L – Contemporary Issues in Early Childhood, 2017
In this article, the authors discuss the light and dark side of attachments and attachment style in physical and digital worlds. They argue that many games offer opportunities for the generation of new and meaningful attachments to both physical and digital others. They discuss two "fundamental attachment errors" and show how these can…
Descriptors: Attachment Behavior, Video Games, Behavior Problems, Child Behavior
Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory – International Journal of Game-Based Learning, 2015
The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology

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