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Chunsong Jiang; Xuan Chen; Aiping Yu; Guiqin Liang – Education and Information Technologies, 2025
Assignments and tests are the main forms of evaluation in the educational process, students usually lose interest in boring exercises during course learning. In spired of elements from human-computer battle game, a course test system is designed to encourage students to take tests more frequently and actively to achieve better learning effect,…
Descriptors: Computer Games, Educational Games, Game Based Learning, Competition
Pei-Ching Ngu; Chih-Chung Chien; Huei-Tse Hou – Journal of Computer Assisted Learning, 2025
Background: Situated simulation is a pedagogical method used for on-the-job training in many occupations. Establishing a framework that uses mobile devices to provide both simulation elements and incorporates instant feedback as reasoning scaffolding is a promising and relatively unexplored research topic. Objective: In this study, we designed a…
Descriptors: Decision Making, Educational Games, Handheld Devices, Simulation
Chris A. Rasmussen – American Journal of Play, 2025
The author discusses how social scientists and psychologists in the late 1960s and early 1970s devised the board games Ghetto, Blacks & Whites, and El Barrio to teach students in college and high school about racism, racial segregation, and poverty in American society. But, he also argues, these games assumed that poor Black and Latino…
Descriptors: Educational Games, Racism, Racial Segregation, Poverty
Lusia Maryani Silitonga; Budi Dharmawan; Astrid Tiara Murti; Ting-Ting Wu – Journal of Educational Computing Research, 2024
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as…
Descriptors: Entrepreneurship, Intention, Competence, Simulation
Afthinos, Yanni; Kiaffas, Zacharias; Afthinos, Theofilos – Technology, Knowledge and Learning, 2022
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game…
Descriptors: Undergraduate Students, Administrator Education, Athletics, Video Games
Zbigniew Gontar; Beata Gontar; Anna Pamula; Irena Patašiene; Martynas Patašius – Informatics in Education, 2025
The integration of management education with information technology tools, such as simulation games and business analysis platforms, is playing an increasingly important role in developing students' decision-making skills as well as earn and acquire best business practices. It is particularly useful to test the didactic process effectiveness by…
Descriptors: Business Education, Educational Games, Information Technology, Simulation
Goli, Amir; Teymournia, Fatemeh; Naemabadi, Maedeh; Garmaroodi, Ali Andaji – Education and Information Technologies, 2022
The present article introduces and develops an educational tool as an interactive digital game for architectural design, allowing the architectural students to challenge their knowledge and experiences. The framework of this educational tool supports a serious open-ended game, which helps students get involved with the game through self-assessment…
Descriptors: Architectural Education, Building Design, Educational Games, Video Games
Marianthi Grizioti – Educational Technology Research and Development, 2025
Recently scientists have underscored a significant mismatch between the latest theoretical Computational Thinking conceptualizations as an upcoming literacy that goes beyond computer science, and its operationalizations in current empirical research and designs, which are limited to coding-centred and domain-specific tools and approaches. To…
Descriptors: Computation, Thinking Skills, Coding, Play
Foteini Stavropoulou; Hamidreza Panjehfouladgaran; Misha Teimouri – INFORMS Transactions on Education, 2024
The COVID-19 pandemic caused a major disruption to higher education as face-to-face teaching had to shift to distance teaching overnight. In this paper, we describe the adaptation of an operations management undergraduate core module, taught to first-year students, from face-to-face delivery to emergency online delivery. In our online version, we…
Descriptors: Business Administration, Business Administration Education, Curriculum Development, Curriculum Design
Yañez, Alma Gloria Barrera; Alonso-Fernández, Cristina; Fernández-Manjón, Baltasar – Education and Information Technologies, 2023
Violence and discrimination against women are serious problems that affect today's society regardless of culture or social environment. Educational and government programs addressing these gender issues are difficult to scale up, insufficient or, in some cases, nonexistent. Digital resources can contribute to address discrimination against women…
Descriptors: Sex Fairness, Video Games, Computer Oriented Programs, Simulation
Nikolaos Pellas – Computers in the Schools, 2024
There is substantial evidence that incorporating interactive environments for game-based instruction has a significant potential to support the development of computational thinking and programming skills in primary education students. However, it is not clear whether a simulation game (SG) with different user interface elements, created via…
Descriptors: Foreign Countries, Extracurricular Activities, Computer Science Education, Elementary School Students
Endress, Tobias; Pussep, Anton; Schief, Markus – Journal of International Education in Business, 2023
Purpose: This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to support the specific learning objectives (LOs) of the lecture and give students the opportunity to apply relevant practical skills (management and group decision-making).…
Descriptors: Video Games, Educational Games, Learner Engagement, Business Administration Education
WeiHsuan Lo; Erin C. Wachter; Chelsea R. Miller – Journal of Educational Research and Innovation, 2023
In an ever-changing emotional, psychological, and physically developing world of education, it is important for educators to adapt creative skills to meet learners' needs. It is paramount for educators to develop creative skills to meet the needs of their learners and demonstrate effective classroom management. There is a gap between preservice…
Descriptors: Creativity, Self Efficacy, Classroom Techniques, Game Based Learning
Layth, Heather-Ann – Teaching Sociology, 2023
First-generation and working-class (FGWC) students bring a different set of life experiences to the classroom than students of privilege. As an instructor from an FGWC background, I use the poverty simulation game Spent! to make economic stratification understandable to students who have led lives of economic privilege and bring FGWC…
Descriptors: First Generation College Students, Working Class, College Students, Student Experience
Marieke de Wijse-van Heeswijk; Etienne A. J. A. Rouwette; Sander V. Meijerink – Instructional Science: An International Journal of the Learning Sciences, 2025
The aim of this study is to find out what the effects of facilitated learning interventions in a simulation game (SG) are and what type of SG renders which type of learning. Therefore, we research the effects of facilitator interventions on learning in an analogue open SG (in which there are as few rules as possible) and an analogue rule based SG…
Descriptors: Intervention, Simulation, Games, Cognitive Processes

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