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Dron M. Mandhana; Daliah Ouedraogo; Alessandra S. Vicente – Communication Teacher, 2024
Courses: Theories of Organizational Communication; Communication Theory. Theories of Organizational Communication; Communication Theory. Objectives: The proposed activity utilizes a digitally interactive global positioning system--based augmented reality game to help students (a) gain a richer learning experience through immersion and engagement…
Descriptors: Organizational Culture, Physical Environment, Simulated Environment, Synthesis
Odd Rune Stalheim; Hege Merete Somby – Smart Learning Environments, 2024
There has long been an increased focus on and investment in digital technology in schools to improve the quality of education. While digital tools have gained access to pedagogical spheres, physical activity has been overlooked, as pupils often engage in activities that require minimal bodily movement. In this article, we discuss pupils'…
Descriptors: Simulated Environment, Physical Environment, Educational Games, Human Body
Pablo Saiz-González; Jacob Sierra-Díaz; Jose Antonio Cecchini; Javier Fernandez-Rio – Education and Information Technologies, 2025
The use of digital technologies is a reality in the educational context. Smart boards, computers, laptops, tablets or internet connection are frequently used in education. In physical education (PE), the use of digital technology is also gaining traction. However, little is still known about which digital technologies are being used, why they are…
Descriptors: Technology Uses in Education, Physical Education, Educational Technology, Computer Oriented Programs
Putri Sekar Melati; Eka Cahya Prima; Eliyawati – Journal of Science Learning, 2023
The topic of the Human Reproductive System integrated with comprehensive sex education was selected for this research because the concept of the human reproductive system is highly related to daily life. This study aims to develop an Android game application named "HUPROSED" for learning media on human reproductive system topics…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Educational Technology
Salgo, Alexander; O'Shea, Galen; Hellemans, Kim; Davies, Jim – International Association for Development of the Information Society, 2021
We introduce an open-source game-like educational software that teaches users about how action potentials work. The Postsynaptic Simulator requires users to demonstrate understanding of neural mechanisms to progress through levels, each of which teaches a different aspect of neuron activity. [For the full proceedings, see ED621108.]
Descriptors: Open Source Technology, Educational Games, Simulation, Brain
Ishaq, Kashif; Rosdi, Fadhilah; Zin, Nor Azan Mat; Abid, Adnan – Education and Information Technologies, 2022
Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many…
Descriptors: Educational Games, Language Acquisition, Handheld Devices, Computer Oriented Programs
Grane, Mariona; Crescenzi-Lanna, Lucrezia – Journal of Educational Multimedia and Hypermedia, 2021
Educators and families recognize the educational potential of digital games for children and acquire them despite a lack of criteria for their selection. This research focuses on finding criteria of interactive design of mobile Apps aimed at young children with functional diversity. The methodology analyses a sample of 55 apps, rated as good or…
Descriptors: Interaction, Computer Oriented Programs, Special Needs Students, Special Education
Olimpio, Anara; Notargiacomo, Pollyana – International Association for Development of the Information Society, 2020
The article analyzes the success of interactive methods for evaluating digital tools and digital games with a focus on usability. To do so, it maps out the game's heuristic evaluations of usability, called playability. In this context, a bibliographic review was performed, seeking to encompass the most prominent authors as well as the articles…
Descriptors: Educational Games, Usability, Evaluation, Design
Garett, Renee; Young, Sean D. – Technology, Knowledge and Learning, 2019
Internet users are searching for healthcare-related information at unprecedented rates. However, health researchers and providers have only just begun to utilize new technologies to deliver medical education online and through smartphone-based applications. Gamification, an increasingly popular method to produce positive behavioral change, has…
Descriptors: Internet, Information Seeking, Health Education, Educational Games
Amukune, Stephen; Barrett, Karen Caplovitz; Szabó, Norbert; Józsa, Krisztián – International Journal of Early Childhood, 2023
Performance-based tools to assess school readiness domains such as Approaches to Learning are lacking in Low and Middle-Income Countries such as Kenya. This study aims to develop the Kenyan version of the FOCUS app (Finding Out Children's Unique Strengths), a game-like computer tablet assessment of two Approaches to Learning domains: mastery…
Descriptors: Foreign Countries, Educational Games, Handheld Devices, Mastery Learning
Xiaoxuan Fang; Davy Tsz Kit Ng; Wing Tung Tam; Manwai Yuen – Educational Technology Research and Development, 2025
In recent years, studies have discussed how to introduce computational thinking (CT) concepts in mathematics education through mobile app development. In this study, the design of mathematics lessons based on the 5E instructional model to extend the idea of CT in a mobile technology environment (i.e., mobile CT) was investigated. Twenty-three…
Descriptors: Computation, Thinking Skills, Mathematics Skills, Mathematics Education
Ugur-Erdogmus, Feray; Çakir, Recep – Journal of Educational Computing Research, 2022
The purpose of this study was to examine a gamified mobile application's effect on students' achievement, and whether the player types of the students predicted their achievement scores. A "pretest-posttest control group design" research was conducted with 65 undergraduate students taking a compulsory online course. In the study, a…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, History Instruction
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Vieyra, Rebecca; Vieyra, Chrystian; Pendrill, Ann-Marie; Xu, Benjamin – Physics Education, 2020
This article describes the development and deployment of Physics Toolbox Play, a gamified component of the "Android Physics Toolbox Sensor Suite" app, that can introduce young children through adults to fundamental physics principles. The app was used successfully in a variety of contexts, including STEM fairs with primary and secondary…
Descriptors: Educational Games, Physics, Science Instruction, Science Education
Lúcia Pombo; Margarida M. Marques – International Association for Development of the Information Society, 2022
This study used Bloom's Revised Taxonomy to examine 30 questions produced for a mobile quiz game with augmented reality contents to be explored in a formal learning context, in an urban green park, in Portugal. The game was co-created by 14 in-service teachers involved in a 50h training that aimed to promote the collaborative development of open…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Open Educational Resources

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