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Oliveira, Wilk; Hamari, Juho; Joaquim, Sivaldo; Toda, Armando M.; Palomino, Paula T.; Vassileva, Julita; Isotani, Seiji – Smart Learning Environments, 2022
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user's traits. Currently, there is a dearth of research on the…
Descriptors: Game Based Learning, Learner Engagement, Learning Motivation, Personality Traits
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Dere, Zeynep – International Journal of Curriculum and Instruction, 2022
Technology can provide children new opportunities to dive into the internet and play online games. Parents are showing concerns towards losing the ability to observe children's accession to technological devices. It is also growing concern that technological addiction has some negative impacts on young children. The purpose of this study was to…
Descriptors: Addictive Behavior, Internet, Video Games, Child Behavior
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Leitão, Rui; Maguire, Martin; Turner, Sarah; Guimarães, Laura – Education and Information Technologies, 2022
Motivation theory is indispensable when discussing processes of learning. Learners who are motivated can learn almost everything. Students' motivation is probably one of the most important factors for teacher effectiveness both for engagement in the learning process and high academic performance. To have effective environmental education, it is…
Descriptors: Literature Reviews, Game Based Learning, Student Motivation, Environmental Education
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Sahin, Muhittin; Yurdugül, Halil – Technology, Knowledge and Learning, 2022
Learning Management Systems are web-based systems in which learners can interact with content/learning resources and assessments, as well as other learners and instructors. LMSs have been widely used especially since the beginning of the information age. In the context of this study, the aim was to determine the expectations and needs of the…
Descriptors: Integrated Learning Systems, Student Needs, Educational Technology, Technology Uses in Education
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Pill, Shane; Evans, John R.; Williams, John; Davies, Michael J.; Kirk, Mary-Anne – Sport, Education and Society, 2022
The "Australian Curriculum: Health and Physical Education" (Australian Curriculum, Assessment and Reporting Authority (2020a) requires all teachers to include Aboriginal and Torres Strait Islander peoples', culture and history where there is scope to meaningfully do so. However, there is a general absence in Australia and internationally…
Descriptors: Physical Education, Culturally Relevant Education, Foreign Countries, Indigenous Populations
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Albarracín, Lluís; Hernàndez-Sabaté, Aura; Gorgorió, Núria – International Journal of Mathematical Education in Science and Technology, 2022
In this article, we present an educational proposal designed to work on spatial geometry and three-dimensional thinking with students in the last years of Primary Education. The proposal is comprised of several activities that combine the use of a classroom videogame and working with manipulative materials to create a representation of the…
Descriptors: Video Games, Design, Spatial Ability, Geometric Concepts
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Martin-Cruz, Natalia; Martin-Gutierrez, Adrian; Rojo-Revenga, Miguel – International Journal of Research & Method in Education, 2022
Methods for teaching higher education students how to learn teamwork skills are constantly evolving. Over the last few years, serious games have become popular in business schools for stimulating teamwork among students by making them focus on the game while pursuing a team objective. Among these games, LEGO® Serious Play has shown enormous…
Descriptors: Toys, Play, Teamwork, Cooperative Learning
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Karabatak, Songül; Alanoglu, Müslim – Malaysian Online Journal of Educational Technology, 2022
The purpose of this study is to test the relationships between teacher candidates' technology addiction and their social connectedness. Students studying at a faculty of education in a state university selected by the convenience sampling method constituted the sample of the study. Correlation analysis and association rules were used to analyze…
Descriptors: Social Media, Addictive Behavior, Internet, Handheld Devices
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Haarman, Susan – Philosophical Studies in Education, 2022
The efficacy of tabletop role-playing games (RPGs) as an educational and therapeutic asset in schools has been extensively studied, with many middle and high schools employing these games as extracurricular activities because of their positive impact around identity formation, empathy, and social skills. More recent iterations of tabletop RPGs are…
Descriptors: Role Playing, Game Based Learning, Teaching Methods, Story Telling
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Chen, Ken-Zen; Chi, Hsiao-Han – Interactive Learning Environments, 2022
The purpose of the qualitative study was to investigate experiences of first-time board-game users (29 elementary school students) in playing "Coding Ocean" (CO) to learn computational thinking. CO was a two-team strategy board game and was designed for children developing basic understanding of computational thinking. Participation…
Descriptors: Novices, Elementary School Students, Games, Student Experience
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Thangjai, Natnaree; Worapun, Wittaya – Journal of Educational Issues, 2022
Inquiring learning characteristics are desirable learning behaviors that could lead to achievement in science education. The purpose of the study was to investigate the effectiveness of integrated 5E's of inquiring-based learning and game-based learning management on grade 7 students inquiring learning characteristics. The study was conducted in…
Descriptors: Inquiry, Active Learning, Grade 7, Secondary School Students
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Backman, Ylva; Gardelli, Viktor; Parnes, Peter – Designs for Learning, 2022
In this paper, we describe technological advances for supporting persons with aphasia in philosophical dialogues about personally relevant and contestable questions. A computer game-based application for iPads is developed and researched through Living Lab inspired workshops in order to promote the target group's communicative participation during…
Descriptors: Aphasia, Computer Games, Handheld Devices, Telecommunications
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Cabellos, Beatriz; Pozo, Juan-Ignacio; Marín-Rubio, Kevin; Sánchez, Daniel L. – Education and Information Technologies, 2022
Video games are the digital entertainment resource most in demand by young people, which has led an increasing number of education experts to study their possible benefits. In particular, in this research, we set out to identify the potential of 'Papers, Please' to promote moral learning. Thus, we have tried to identify those objectives that go…
Descriptors: Prosocial Behavior, Video Games, Values Education, Moral Values
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Predovic, Dolly; Dennis, John; Jones, Elspeth – Higher Education Research and Development, 2022
This study measures employability following domestic and international internships using a game based analytics tool to predict behaviors associated with employability skills. Exploratory Factor Analysis examined the underlying relationship between 33 behavioral descriptors, which measure skills such as diligence, leadership, learning agility,…
Descriptors: Internship Programs, Employment Potential, Game Based Learning, Evaluation Methods
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Islam, Muhammad Nazrul; Hasan, Uzma; Islam, Fourkanul; Anuva, Shaila Tajmim; Zaki, Tarannum; Islam, A. K. M. Najmul – Journal of Educational Computing Research, 2022
The objective of this article is to design, develop, and evaluate an Internet of Things (IoT)-based serious gaming platform for children with autism spectrum disorder. The platform aims to improve the children's cognitive skills. To attain this research objective, first, a conceptual framework for developing the gaming platform was proposed. Then,…
Descriptors: Game Based Learning, Thinking Skills, Skill Development, Technology Uses in Education
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