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Theodoropoulos, Anastasios; Antoniou, Angeliki; Lepouras, George – ACM Transactions on Computing Education, 2017
Is there any relationship between students' cognitive style and the ability to learn programming through serious games? The aim of this work is to assess the learning effectiveness and motivational appeal of digital games for learning basic programming concepts, involving secondary education students. For this purpose, the Code.org®'s activity…
Descriptors: Foreign Countries, Cognitive Style, Computer Science Education, Programming
Bill Preble; Carlton J. Fitzgerald – New England College Journal of Applied Educational Research, 2021
This participatory action research (PAR) study describes the Flagway program at New England College (NEC). The purpose of the study is to share the historical origins of the Flagway program, discuss how Flagway is being implemented with college students at NEC, and describe initial effects of the program on middle school students who score in the…
Descriptors: Action Research, Participatory Research, College Students, Mathematics Instruction
Joo Baek Kim – ProQuest LLC, 2015
With rapid advance of information technology (IT), computer-based gaming has flourished for decades. Gaming becomes a part of modern culture, especially among emerging digital generations. In addition to the entertaining purpose, attempts are made to use games for serious purpose, such as education and training. With the genuine characteristics…
Descriptors: Business Administration Education, Game Based Learning, Computer Uses in Education, Graduate Students
Kyei-Blankson, Lydia, Ed.; Ntuli, Esther, Ed.; Blankson, Joseph, Ed. – IGI Global, 2020
While online courses are said to be beneficial and many reputable brick and mortar higher education institutions are now offering undergraduate and graduate programs online, there is still ongoing debate on issues related to credibility and acceptability. There is some reluctance to teach online and to admit and hire students who have enrolled in…
Descriptors: Student Experience, Online Courses, Electronic Learning, Teaching Methods
Zayyad, Muhammad, Ed.; Unsal, Atilla Ayaz, Ed. – Online Submission, 2020
"Education Research Highlights in Mathematics, Science and Technology" is published annually from the selected papers invited by the editors. This edition includes 3 sections and 11 papers from the field of Educational Technology, Mathematics Education and Science Education, all submissions are reviewed by at least two international…
Descriptors: Educational Research, Mathematics Education, Science Education, Technology Education
Barreto, Daisyane C. – Educational Media and Technology Yearbook, 2015
Facilitated by the ascendance of massive multiplayer online games and virtual worlds, digital game culture has become a part of children's lives over the past few years. By playing these games, children can not only socialize with their regular friends face to face but also establish relationships with other players online. This chapter presents…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Game Based Learning
Qurat-ul-Ain; Shahid, Farah; Aleem, Muhammad; Islam, Muhammad Arshad; Iqbal, Muhammad Azhar; Yousaf, Muhammad Murtaza – EURASIA Journal of Mathematics, Science and Technology Education, 2019
The technology works as a catalyst through which many changes occur in the learning approaches, teaching methodologies, research arena, in the work environment and in the use of information and knowledge. Helping students to learn using technological tools rather than using conventional techniques has become more popular in the 21st century in…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Teaching Methods
Petrovic-Dzerdz, Maristela – International Review of Research in Open and Distributed Learning, 2019
Recent findings have provided strong evidence that retrieval-based learning is an effective strategy for enhancing knowledge retention and long-term meaningful learning, but it is not a preferred learning strategy for the majority of students. The present research analyzes the application of learning gamification principles in online, open-book,…
Descriptors: Retention (Psychology), Learning Strategies, Game Based Learning, Multiple Choice Tests
Ritson, Darren J. – ProQuest LLC, 2019
A traditional mode of Earth Science instruction in public day high schools for students with severe emotional behavioral disorders (EBD) is teacher-delivered lectures supported with paper-based laboratory exercises. These laboratory experiences are often presented through worksheet problems that students are asked to solve and return to the…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, High School Students
Rimanelli, Marco; Gurba, Krzysztof – International Association for Development of the Information Society, 2019
Among recent e-Learning Pedagogical Strategies, gaming and crisis-simulation games are increasingly used in recent years in university-learning and Blended-courses as an out-of-context effective tool for role-playing and education, especially in Law Schools and Business Schools. Gaming covers several sub-fields (war-games; Law School Mock-Trials;…
Descriptors: Electronic Learning, Social Integration, Teaching Methods, Role Playing
Chee, Yam San – Australian Journal of Education, 2014
Intentional learning has customarily been construed from a perspective that foregrounds cognitive engagement and mental life in meaning making. In this paper, I interrogate the said perspective. I argue that a theoretical positioning based on the dominant paradigm of human information processing psychology leads to incoherence because this…
Descriptors: Intentional Learning, Educational Games, Computer Games, Game Based Learning
Megan Macklin; Patrick Jagoda; Ian B. Jones; Melissa Gilliam – Journal of STEM Outreach, 2018
It is a well-documented fact that women and minorities are currently underrepresented in STEM higher education degree programs and careers. As an outreach measure to these populations, we established the Hexacago Health Academy (HHA), an ongoing summer program. Structured as an informal learning environment with a strong youth initiated mentoring…
Descriptors: Game Based Learning, Health Education, STEM Education, Females
Association Supporting Computer Users in Education, 2022
ASCUE, the Association Supporting Computer Users in Education, is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as CUETUG, the College and University Eleven-Thirty Users'…
Descriptors: Computer Uses in Education, Undergraduate Students, Student Attitudes, Computer Software
Matthew E. Jacovina; Erica L. Snow; G. Tanner Jackson; Danielle S. McNamara – Grantee Submission, 2015
To optimize the benefits of game-based practice within Intelligent Tutoring Systems (ITSs), researchers examine how game features influence students' motivation and performance. The current study examined the influence of game features and individual differences (reading ability and learning intentions) on motivation and performance. Participants…
Descriptors: Game Based Learning, Intelligent Tutoring Systems, Learning Motivation, Performance
Kim, Beaumie; Tan, Lynde; Tan, Seng Chee – Educational Media and Technology Yearbook, 2014
Infusing games into classroom teaching and learning has been a keen interest among researchers and educators. Game-based learning offers potentials for creating twenty-first century learning environment that promises to better engage our digital generation. Yet, creating educational games that both engage learners and address schools' educational…
Descriptors: Game Based Learning, Teaching Methods, Design, Aesthetics