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Fuglseth, Anna Mette; Grønhaug, Kjell; Jörnsten, Kurt – Scandinavian Journal of Educational Research, 2018
This paper reports on a study exploring master students' ability to apply their knowledge when solving an internal pricing problem in a supply chain. Analyses of 33 negotiation progress reports and 8 recordings of discussions demonstrate that most of the students were not able to apply relevant concepts and models to guide their handling of the…
Descriptors: Masters Programs, Graduate Students, Educational Games, Educational Technology
McClarty, Katie Larsen; Orr, Aline; Frey, Peter M.; Dolan, Robert P.; Vassileva, Victoria; McVay, Aaron – Pearson, 2012
The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind…
Descriptors: Literature Reviews, Educational Games, Video Games, Educational Technology
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Easterday, Matthew W.; Aleven, Vincent; Scheines, Richard; Carver, Sharon M. – Journal of the Learning Sciences, 2017
How might we balance assistance and penalties to intelligent tutors and educational games that increase learning and interest? We created two versions of an educational game for learning policy argumentation called Policy World. The game (only) version provided minimal feedback and penalized students for errors whereas the game+tutor version…
Descriptors: Educational Games, Intelligent Tutoring Systems, Policy, Persuasive Discourse
Eagle, Michael; Barnes, Tiffany – International Educational Data Mining Society, 2015
Interactive problem solving environments, such as intelligent tutoring systems and educational video games, produce large amounts of transactional data which make it a challenge for both researchers and educators to understand how students work within the environment. Researchers have modeled the student-tutor interactions using complex network…
Descriptors: Interaction, Teacher Student Relationship, Intelligent Tutoring Systems, Data
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Beasley, John D. – College Mathematics Journal, 2012
The topic of the magic knight's tour, discussed by Martin Gardner in one of his books, is here brought up to date in the light of modern computer discoveries.
Descriptors: College Mathematics, Games, Computers, Problem Solving
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Dourda, Kyriaki; Bratitsis, Tharrenos; Griva, Eleni; Papadopoulou, Penelope – Electronic Journal of e-Learning, 2014
In this paper an educational design proposal is presented which combines two well established teaching approaches, that of Game-based Learning (GBL) and Content and Language Integrated Learning (CLIL). The context of the proposal was the design of an educational geography computer game, utilizing QR Codes and Google Earth for teaching English…
Descriptors: Case Studies, Educational Games, Geography Instruction, English (Second Language)
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Schulman, Steven M. – Teaching Children Mathematics, 2014
In this article the author describes a problem posed to his class, "How many squares are there on a checkerboard?" The problem is deliberately vague so that the teacher can get the students to begin asking questions. The first goal is to come to an agreement about what the problem means (Identify the problem). The second goal is to get…
Descriptors: Mathematics Instruction, Mathematical Concepts, Problem Solving, Teaching Methods
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Wang, Shwu-Huey; Wang, Hsiu-Yuan – Technology, Pedagogy and Education, 2017
Hospitality students are required to be able to address challenging cases or problems in the work environment. However, traditional lecture- or exam-based instruction leaves a gap between theory and practice. On the other hand, modern youth live and socialise in an increasingly digital environment, and one of their biggest pastimes is playing…
Descriptors: Hospitality Occupations, Tests, Teaching Methods, Problem Solving
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Stevens, Vance; Verschoor, Jennifer – TESL-EJ, 2017
According to Dudeney, Hockly, and Pegrum (2013) coding is a deeper skill subsumed under the four main digital literacies of language, connections, information, and (re)design. Coders or programmers are people who write the programmes behind everything we see and do on a computer. Most students spend several hours playing online games, but few know…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Critical Thinking
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Shelley, Mack, Ed.; Admiraal, Wilfried, Ed.; Akcay, Hakan, Ed. – Online Submission, 2021
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on April 1-4, 2021 in Antalya, Turkey. The aim of the conference is to offer opportunities to share your…
Descriptors: Chemistry, Science Experiments, Climate, Problem Solving
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Quan, Guolong; Gu, Xiaoqing – Journal of Educational Computing Research, 2018
Recent studies have demonstrated the integration of visualization technology to support collaboration and stimulate learning performance. The use of visualization tools during the collaborative activities of international students is a worthy topic for further exploration. Based on grounded and activity theories, this research uses observation and…
Descriptors: Visualization, Cross Cultural Training, Cooperative Learning, Computer Assisted Instruction
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Lynch, Ronan; Mallon, Bride; Connolly, Cornelia – International Journal of Game-Based Learning, 2015
The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story.…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Teaching Methods
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Yavuz, Ahmet – EURASIA Journal of Mathematics, Science & Technology Education, 2015
This study aims to investigate (1) students' trust in mathematics calculation versus intuition in a physics problem solving and (2) whether this trust is related to achievement in physics in the context of epistemic game theoretical framework. To achieve this research objective, paper-pencil and interview sessions were conducted. A paper-pencil…
Descriptors: Physics, Problem Solving, Mathematics, Intuition
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Shim, Jaekwoun; Kwon, Daiyoung; Lee, Wongyu – IEEE Transactions on Education, 2017
In the past, computer programming was perceived as a task only carried out by computer scientists; in the 21st century, however, computer programming is viewed as a critical and necessary skill that everyone should learn. In order to improve teaching of problem-solving abilities in a computing environment, extensive research is being done on…
Descriptors: Robotics, Educational Games, Programming, Teaching Methods
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Sun Lin, Hong-Zheng; Chiou, Guey-Fa – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study examined the effects of comparison and game-challenge strategies on sixth graders' learning achievement of algebra variable, learning attitude towards algebra variable learning, and meta-cognitive awareness of algebra variable learning. A 2 × 2 factorial design was used, and 86 students were invited to participate in the experimental…
Descriptors: Grade 6, Algebra, Mathematics Instruction, Comparative Analysis
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