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Ilbeigi, Mohammad; Bairaktarova, Diana; Morteza, Azita – Journal of Civil Engineering Education, 2023
The long history of experiential learning in construction engineering shows the significant potential of cognitive development through direct experience. Recent advancements in gamification, especially digital serious games, can help educators develop novel pedagogical strategies to promote active and experiential learning in controlled settings.…
Descriptors: Gamification, Experiential Learning, Construction Industry, Engineering Education
Hae Ryung Rinpoche Kim – ProQuest LLC, 2024
This study explored the dynamic interplay of social constructivism, game-based learning, and communities of practice in the context of teachers using Minecraft as an educational tool. This study used a teacher survey to collect insights from teachers who use Minecraft and are members of the Minecraft Teachers' Lounge. The research investigated how…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Surveys
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Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
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Madeline Quasebarth; Jessica Wilks; Yul Ailea Stites; Sophie Knifton; Vanya Manthena; Robin Michelle Cogdell; Mason Arrington; Patrick Jagoda – American Journal of Play, 2025
The authors describe Hexacago Health Academy (HHA) 2.0, a five-year summer intervention designed to increase interest in science, technology, engineering, and mathematics (STEM) among mostly Black high school students in Chicago. The program features public health fundamentals and game design using principles of systems thinking, social-cognitive…
Descriptors: STEM Education, Summer Programs, High School Students, Games
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Slade Goldman; Katie A. Coscia; Lauren A. Genova – Journal of Chemical Education, 2024
Electron configuration provides insight into the chemical behaviors of elements and is an important concept for students to master in introductory chemistry. To better strengthen undergraduate students' mastery of electron configurations of atoms and ions, we designed a novel, interactive chemistry game called ChemisTree that uses active-learning…
Descriptors: Educational Games, Chemistry, Science Education, Scientific Concepts
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Ting-Chia Hsu; Tai-Ping Hsu – Education and Information Technologies, 2025
While computational thinking (CT) is crucial for modern education, integrating artificial intelligence (AI) into learning poses challenges due to its complexity. Generative AI Drawing (GAID) offers an intuitive method for teaching AI concepts, but barriers such as restrictive access for younger students and limited instructional frameworks hinder…
Descriptors: Teaching Methods, Artificial Intelligence, Educational Games, Freehand Drawing
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Chidera Chinedu Ugo; Sonsoles López-Pernas; Aldo Gordillo; Markku Tukiainen – Review of Education, 2025
This article presents a systematic literature review on escape rooms as a didactic tool for teaching and learning programming. The review examined the programming topics and languages addressed, the educational levels targeted, evaluation methods used and key design elements such as format, duration, location and narrative structure.…
Descriptors: Educational Games, Puzzles, Computer Science Education, Programming
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Sale, R. Samuel – International Journal of Education and Development using Information and Communication Technology, 2022
In response to the increased prevalence of remote learning, and exhortation that educators adopt more experiential pedagogy, a methodology is presented to use a free, commercially available game to teach a variety of resource allocation problems in various disciplines. The use of games to provide experiential learning has been shown to increase…
Descriptors: Game Based Learning, Resource Allocation, Experiential Learning, Secondary School Students
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Amr M. Mohamed; Tahany S. Shaaban; Hassen Alazhar Jmaiel – Journal of Attention Disorders, 2024
Objective: The purpose of this study was to examine the perspectives of English as a Foreign Language Special Education teachers (EFLSE) regarding game-based learning approaches for addressing behavioral disorders in ADHD patients. Method: The study involved a sample (n = 131) of EFLSE teachers who completed a questionnaire to determine how…
Descriptors: Special Education Teachers, English (Second Language), Teacher Attitudes, Game Based Learning
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Gounaridou, Apostolia; Siamtanidou, Eleni; Dimoulas, Charalampos – Education Sciences, 2021
Computer games are considered a useful tool for educational purposes. Alternative media applications such as serious games combine edification with challenge and entertainment. Thus, learning becomes enjoyable, more comfortable, and more efficient. The paper presents the implementation of an educational computer game regarding traffic behavior…
Descriptors: Traffic Safety, Educational Games, Computer Games, Design
Magdalene Kate Moy – ProQuest LLC, 2021
This dissertation narrates the data corpus of a 3-year autoethnography of a gaming community that created a history-themed esports event, the EU4 LAN. Descriptive writing and thematic analysis was utilized to illustrate the enacted roles of EU4 LAN community's (I)dentities across its affinity network. The aim of this research has been to elucidate…
Descriptors: Self Concept, History Instruction, Knowledge Level, Role Playing
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Josef Kunhart; Jan Bartoška – Journal on Efficiency and Responsibility in Education and Science, 2025
Hands-on experience is an essential part of project management education. We researched to determine whether our practical seminars organized as part of an undergraduate project management course provide the expected learning experience consistent with current project management practice. We organized two practical seminars for students in four…
Descriptors: Psychological Patterns, Administrator Education, Experiential Learning, Undergraduate Students
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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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Memar, Noushan; Sundström, Angelina; Larsson, Toon – Journal of Management Education, 2021
Researchers claim that experiential learning approaches (e.g., gamification) are well-suited to management and entrepreneurship education. However, this research has been conducted mostly in small classroom settings. With the increases in the number of university business students, many business courses have also increased in size. The large…
Descriptors: Experiential Learning, Game Based Learning, Educational Games, Entrepreneurship
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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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