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Integration of Game-Based Learning to Teach Levels of Measurement in Research Methods and Statistics
Storm, Colin H.; Penner, Anna – Communication Teacher, 2023
Students typically find research methods and statistics classes intimidating. In particular, learning different types of data measurement and operationalization can take significant time and practice to understand. Utilizing a pedagogical approach that turns a party game into a fun exercise, students collaboratively learn to operationalize…
Descriptors: Research Methodology, Statistics, Game Based Learning, Educational Games
McKinney, Earl, Jr.; Niese, Bethany; Bhatia, Mantek Singh – Journal of Information Systems Education, 2023
Active learning pedagogy has many documented benefits, and while several positive examples of its recent use in STEM classes have led to better performance, greater diversity, more equity, and improved retention of underrepresented student populations, more research in IS and IT classrooms is needed. Most active learning exercises are in a…
Descriptors: Active Learning, Audience Response Systems, Teaching Methods, Data Analysis
Katirci, Nihal – ProQuest LLC, 2023
This dissertation seeks to investigate how digital gestures connect to students' mathematical understanding when playing "From Here to There!" (FH2T). This investigation explores the intersection of three fields, game-based learning, embodied cognition, and mathematics education. I used three studies which break down the different…
Descriptors: Mathematics Skills, Cognitive Processes, Game Based Learning, Mathematics Education
Xiner Liu; Andres Felipe Zambrano; Ryan S. Baker; Amanda Barany; Jaclyn Ocumpaugh; Jiayi Zhang; Maciej Pankiewicz; Nidhi Nasiar; Zhanlan Wei – Journal of Learning Analytics, 2025
This study explores the potential of the large language model GPT-4 as an automated tool for qualitative data analysis by educational researchers, exploring which techniques are most successful for different types of constructs. Specifically, we assess three different prompt engineering strategies -- Zero-shot, Few-shot, and Fewshot with…
Descriptors: Coding, Artificial Intelligence, Automation, Data Analysis
Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
Marianthi Grizioti; Chronis Kynigos – Informatics in Education, 2024
Even though working with data is as important as coding for understanding and dealing with complex problems across multiple fields, it has received very little attention in the context of Computational Thinking. This paper discusses an approach for bridging the gap between Computational Thinking with Data Science by employing and studying…
Descriptors: Computation, Thinking Skills, Data Science, Classification
Tianyu Ma; Jennifer Beth Kahn; Lisa Aileen Hardy; Sarah C. Radke – AERA Online Paper Repository, 2024
This paper reports on systematic literature review that examined learning theories and data collection and analysis methods used to study game-based learning in research on educational digital games for K-12 populations. Through electronic database, hand, and ancestral searches, we identified 25 empirical studies (29 educational games) published…
Descriptors: Data Collection, Data Analysis, Elementary Secondary Education, Educational Games
Amukune, Stephen; Caplovitz Barrett, Karen; Józsa, Krisztián – Journal of New Approaches in Educational Research, 2022
Precise assessment of school readiness is critical because it has practical and theoretical implications for children's school and life success. However, school readiness assessment mainly relies on teacher reports and a few direct evaluations requiring a trained examiner. Studies indicate that 80% of games and apps target preschool children and…
Descriptors: Game Based Learning, Evaluation Methods, Student Evaluation, School Readiness
Frank C. Butler; Deborah M. Mullen; Kathleen K. Wheatley – Journal of Education for Business, 2025
Anecdotal evidence suggests that students with quantitative business majors (e.g., finance, accounting, data analytics, economics) outperform students from less quantitatively rigorous majors (e.g., management, human resource management, marketing) on a business simulation game at a mid-sized, southeastern, public, AACSB accredited university. We…
Descriptors: Business Education, Majors (Students), Finance Occupations, Accounting
Stolz, Jörg; Lindemann, Anaïd – Journal of Mixed Methods Research, 2020
Despite tremendous interest in social games and game studies, the potential of game heuristics for the field of mixed methods remains unknown. This article introduces game heuristics to mixed methods research, showing how it was used in a specific study on the survival probabilities on the "Titanic." Specifically, we describe how game…
Descriptors: Data Analysis, Heuristics, Mixed Methods Research, Inferences
Song, Yi; Zhu, Mengxiao; Sparks, Jesse R. – Journal of Educational Computing Research, 2023
In this research, we use a process data analysis approach to gather additional evidence about students' argumentation skills beyond their performance scores in a computer-based assessment. This game-enhanced scenario-based assessment (named Seaball) included five activities that require students to demonstrate their argumentation skills within a…
Descriptors: Data Analysis, Academic Achievement, Interaction, Performance
Agbo, Friday Joseph; Sanusi, Ismaila Temitayo; Oyelere, Solomon Sunday; Suhonen, Jarkko – Education Sciences, 2021
This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were collected from Web of Science and Scopus…
Descriptors: Computer Simulation, Computer Science Education, Educational Research, Research Methodology
Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
Kara, Nuri – Contemporary Educational Technology, 2021
The aim of this study was to conduct a systematic literature review on the use of serious games in science education between 2016 and 2020 years. A total of 39 articles were included from Science Citation Index-Expanded (SCI-Expanded), Social Science Citation Index (SSCI), Arts & Humanities Citation Index (A&HCI) and Emerging Sources…
Descriptors: Science Education, Educational Games, Teaching Methods, Science Achievement
Mannino, Michael V.; Khojah, Mohammed; Gregg, Dawn G. – Journal of Information Systems Education, 2021
This paper describes an innovative approach for teaching the challenges in the management of data warehouse development. The approach contains lecture material providing conceptual background about the management of data warehouse development, a simulation game supporting experiential learning, and a post-play debriefing to support synthesis of…
Descriptors: Game Based Learning, Simulation, Data Analysis, Teaching Methods
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