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Chalki, Panagiota; Tsiara, Angeliki; Mikropoulos, Tassos A. – Themes in eLearning, 2019
A number of models, methodologies and conceptual frameworks have been proposed on how to design digital educational games aiming at better learning outcomes, while offering a fun experience. Our study combines two different methods, namely Delphi study and electroencephalograms (EEG), in order to provide an integrated digital educational game…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Models
Colon-Acosta, Nirmaliz – ProQuest LLC, 2019
As new introductory block-based coding applications for young students to learn basic computer science concepts, such as, loops and conditionals, continue to increase in popularity, it is necessary to consider the best method of teaching students these skills. Many of these products continue to exhibit programmatic misconceptions of these concepts…
Descriptors: Coding, Game Based Learning, Instructional Effectiveness, Programming Languages
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Escudeiro, Paula; Teixeira, Dirceu; Galasso, Bruno; Neto, Nuno; Costa, Flávio – International Association for Development of the Information Society, 2019
Serious games have a great potential to help people developing new skills or improving previously existing ones. Deaf and blind community face considerable challenges and difficulties regarding to the acquisition of skills in literacy. The design of serious games to meet the needs of the target groups where the deaf and blind people are struggling…
Descriptors: Skill Development, Game Based Learning, Deafness, Blindness
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Carruth, Leah; Bustos, Charlene – Texas Association for Literacy Education Yearbook, 2019
Phonemic Awareness is the understanding that words are made up of individual sounds. These individual sounds are referred to as phonemes. Within the English language, there are about 44 sounds, and several of these are rather difficult for children to grasp. Mastery of phonemic awareness is a foundational skill for reading, yet is often skimmed…
Descriptors: Phonemic Awareness, Reading Instruction, Listening Comprehension, Learning Activities
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Robbins, Thomas R. – Decision Sciences Journal of Innovative Education, 2019
This article describes a game used in an MBA-level operations management course to help students understand the concept of the learning curve. Student teams participate in an interactive, hands-on Lego assembly exercise, measuring their times through repeated trials after which they calculate their team's learning curve rate. The exercise is…
Descriptors: Business Administration Education, Masters Programs, Educational Games, Learning
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Greenhalgh, Spencer P.; Koehler, Matthew J.; Boltz, Liz Owens – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2019
Although board, card, and other analog games can serve as useful educational technologies, little research exists to support teachers' efforts in finding analog games that are pedagogically appropriate or likely to be well-received by their students. In this study, the authors retrieved data associated with 208 educational games from the…
Descriptors: Educational Games, Instructional Design, Instructional Effectiveness, Models
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Lyford, Alexander; Rahr, Thomas; Chen, Tina; Kovach, Benjamin – Teaching Statistics: An International Journal for Teachers, 2019
There is much debate about the place of probability in an introductory statistics course. While students may or may not use probability distributions in their post-collegiate lives, they will likely be faced with day-to-day decisions that require a probabilistic assessment of risk and reward. This paper describes an innovative way to teach…
Descriptors: Probability, Teaching Methods, Statistics, Educational Games
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Marsa, Shella Septina; Kuspiyah, Hastuti Retno; Agustina, Eka – Journal of English Teaching, 2021
Kahoot! Game is one of the advancements in learning technology. It can facilitate and motivate the students for being active and understanding the content of the text. This study aimed to find out whether there is or not any significant difference between the students who are taught by using Kahoot! Game and the students who are taught by using a…
Descriptors: Games, Learning Motivation, Reading Comprehension, Reading Achievement
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Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
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Cox, Eric – Journal of Political Science Education, 2021
This paper presents results from a comparative analysis of two sections of Introduction to International Politics, one of which used a traditional research paper as a supplemental assignment and one that used the Statecraft online simulation. Both sections were taught during the same semester and used common lecture notes, PowerPoint slides, exam…
Descriptors: Educational Games, Foreign Policy, International Relations, Political Science
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Michael Hofmeyr – Technology in Language Teaching & Learning, 2021
While the existing CALL literature identifies a range of positive learning outcomes for second language acquisition (SLA) that may be achieved through digital game-based activities, Peterson (2013) points to the need for additional theory-led research to shed more light on the learning processes involved. To this end, a case study was carried out…
Descriptors: Teaching Methods, Second Language Instruction, Second Language Learning, Persuasive Discourse
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Hilliard, Ann; Kargbo, Harriett F. – International Journal of Education and Practice, 2017
In our schools and universities today, learners have been exposed to a lot of technology applications. Therefore, the natural order of learning could be enhanced by the use of games. Using games through the application of technology provides the learner with lots of hands-on activities. Game-based learning activities are highly engaging and it…
Descriptors: Educational Games, Computer Games, Learner Engagement, Learning Motivation
Thomas, James William – ProQuest LLC, 2017
"Guitar Hero III" and similar games potentially offer a vehicle for improvement of musical rhythmic accuracy with training delivered in both visual and auditory formats and by use of its novel guitar-shaped interface; however, some theories regarding multimedia learning suggest sound is a possible source of extraneous cognitive load…
Descriptors: Accuracy, Music, Educational Games, Acoustics
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Narelle Eather; Nicholas Riley; Mark Babic; Andrew Bennie; John Maynard; Philip J. Morgan – Journal of Teaching in Physical Education, 2024
Purpose: The aim of this study was to develop, implement, and evaluate a 16-lesson integrated physical education program focusing on Indigenous games: Education, Movement, and Understanding (EMU). Method: The study aligned with current physical education, English, and mathematics syllabi and involved 105 children (9-12 years) from two primary…
Descriptors: Physical Education, Indigenous Populations, Games, Elementary School Students
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Zebel-Al Tareq; Raja Jamilah Raja Yusof – IEEE Transactions on Education, 2024
Contribution: A problem-solving approach (PSA) model derived from major computational thinking (CT) concepts. This model can be utilized to formulate solutions for different algorithmic problems and translate them into effective active learning methods. Background: Different teaching approaches for programming are widely available; however, being…
Descriptors: Models, Problem Solving, Computation, Thinking Skills
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