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Dezuanni, Michael – Learning, Media and Technology, 2018
This article aims to contribute new knowledge about the media literacies children assemble as they play the digital game "Minecraft" which it describes as a children's digital making platform. The article argues media literacy's tendency to use socio-cultural and humanist accounts of media participation limit its ability to fully explain…
Descriptors: Educational Technology, Technology Uses in Education, Shared Resources and Services, Media Literacy
Bibic, Lucka; Druskis, Justinas; Walpole, Samuel; Angulo, Jesus; Stokes, Leanne – Journal of Chemical Education, 2019
Virtual reality (VR) technology has been capturing the public imagination for decades. VR software applications that allow for interactive immersion are emerging as a renowned medium in many areas, including educating the public in biochemistry-related subjects via public engagement events. This report provides information about an immersive,…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Computer Software
Ogheneakoke, Clifford Edore; Obro, Sunday; Benike, Joseph – Journal of International Social Studies, 2019
This study investigated the effect of simulation game instructional strategy on academic performance of students in secondary school Social Studies. The quasi-experimental design was employed. One hundred and sixteen (116) Upper basic 2 students from six schools constituted the study sample. 50-items multiple-choice Social Studies Achievement test…
Descriptors: Foreign Countries, Educational Games, Computer Simulation, Educational Strategies
Oltman, Julie; Hammond, Thomas C. – AERA Online Paper Repository, 2017
This mixed-methods study explored the use of an augmented reality, location-based, iPad game to enhance the learning experience of young elementary history students. Utilizing the ARIS platform and a design-based research approach, researchers and teachers built a customized game experience that was inserted into a school's traditional second…
Descriptors: Game Based Learning, History Instruction, Computer Simulation, Elementary School Students
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2021
Remote association requires players to use their mental transformation to identify objects' relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: [characters omitted], where the answer is [character omitted]) to explore learners' cognitive and affective effects, and then eighth grade…
Descriptors: Computer Games, Grade 8, Telecommunications, Handheld Devices
Kaftan, Joanna; Linantud, John – Journal of Political Science Education, 2021
This article utilizes the online world politics simulation Statecraft to examine how students perceive the influence of simulations on their political ideologies as well as their expectations about behavior and outcomes within the constraints of a virtual world. This paper does not evaluate learning outcomes or student understanding of class…
Descriptors: Foreign Policy, Student Attitudes, International Relations, Political Science
Gumonan, Kenn Migan Vincent C.; Fabregas, Aleta C. – Online Submission, 2021
Purpose: The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.…
Descriptors: Asian Studies, Teaching Methods, Computer Simulation, Computer Games
Cleghorn, Jack; Griffiths, Mark D. – Digital Education Review, 2015
The present study investigated the phenomenon of buying "virtual assets" for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology--in this case Interpretative phenomenological…
Descriptors: Purchasing, Computer Simulation, Video Games, Qualitative Research
Senkbeil, Karsten; Martin, Gillian; O'Rourke, Breffni – Research-publishing.net, 2022
This paper discusses the potential of immersing foreign language learners in Social Virtual Reality (SVR) in an international seminar, designed by the authors, called SpEakWise VR, combining the tandem language learning paradigm with gamification in immersive virtual environments. SpEakWise VR builds on an existing telecollaboration (SpEakWise)…
Descriptors: German, English (Second Language), Second Language Learning, Second Language Instruction
Mostowfi, Sara; Mamaghani, Nasser Koleini; Khorramar, Mehdi – International Journal of Environmental and Science Education, 2016
Due to a progressive deterioration of our planet and its resources, environmental education has become important and children are required to understand environmental issues at an early ages. So, they can cultivate the positive changes in the future. Over the past decade, many new evaluation methods have developed for evaluating user experience…
Descriptors: Instructional Design, Play, Educational Games, Elementary School Students
Hamzeh, Farook; Theokaris, Christina; Rouhana, Carel; Abbas, Yara – European Journal of Engineering Education, 2017
While many construction companies claim substantial productivity and profit gains when applying lean construction principles, it remains a challenge to teach these principles in a classroom. Lean construction emphasises collaborative processes and integrated delivery practices. Consequently, new teaching methods that nurture such values should…
Descriptors: Classroom Techniques, Teaching Methods, Educational Games, Civil Engineering
McMahon, Don D.; Barrio, Brenda; McMahon, Amanda K.; Tutt, Kristen; Firestone, Jonah – Journal of Special Education Technology, 2020
Individuals with intellectual and developmental disabilities (IDD) are at greater risk of health-related issues due to obesity and lack of physical activity. This study examined using virtual reality (VR) exergaming to increase the physical activity of high school students with IDD. Four students participated in this multiple probe across…
Descriptors: Computer Simulation, High School Students, Students with Disabilities, Intellectual Disability
Kerimbayev, Nurassyl; Nurym, Nurdaulet; Akramova, ?liya; Abdykarimova, Saule – Education and Information Technologies, 2020
The study considers the problems relating to vocational training of specialists in the virtual educational environment of a higher education institution. The use of advanced information and communication systems (electronic mail, electronic teleconferences, electronic and information resources including text, visual, audio and video information)…
Descriptors: Vocational Education, Computer Simulation, Information Systems, Computer Games
Burgos, Daniel, Ed. – Lecture Notes in Educational Technology, 2020
Educational Technology is the right couple to a radical innovation. Thanks to the appropriate technology in the right context with the best fit to the target audience, education can be drastically improved, meaning a better performance, competence achievement, match with the user's expectations and with the market needs. Serious games, Virtual…
Descriptors: Educational Change, Electronic Learning, Educational Innovation, Educational Technology
Munir, Laine – Journal of Political Science Education, 2023
This teaching note outlines an innovative simulation game realized in response to post-pandemic experiential learning needs. The game introduces a fictional African country experiencing a series of political and financial shocks. Students are assigned membership in social groups and must implement the national policies that would improve outcomes…
Descriptors: Teaching Methods, Instructional Innovation, Political Science, Experiential Learning

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