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Kaftan, Joanna; Linantud, John – Journal of Political Science Education, 2021
This article utilizes the online world politics simulation Statecraft to examine how students perceive the influence of simulations on their political ideologies as well as their expectations about behavior and outcomes within the constraints of a virtual world. This paper does not evaluate learning outcomes or student understanding of class…
Descriptors: Foreign Policy, Student Attitudes, International Relations, Political Science
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Sierra, Javier; Suárez-Collado, Ángela – International Journal of Sustainability in Higher Education, 2021
Purpose: There is a growing trend in higher education institutions to develop multi-disciplinary approaches to education for sustainable development and to implement student-centered and problem-based methodologies to increase student engagement and satisfaction. This paper aims to present an innovative methodology to increase student awareness…
Descriptors: Economic Factors, Decision Making, Sustainable Development, Objectives
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Greenhalgh, Spencer P. – Journal of Experimental Education, 2021
Games can invite players to try on moral identities, but players ultimately choose how to respond to this invitation. In this study, I explore how the design of a game and the context it is played in affect whether players tried on a moral identity when completing in-game actions. I interviewed seven students who had played an ethics game and…
Descriptors: Moral Values, Self Concept, Correlation, Design
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Casañ-Pitarch, Ricardo; Gong, Jingtao – Language Learning in Higher Education, 2021
The use of video games in the foreign language classroom is becoming an emerging tendency. This paper aims at analysing how the serious video game "ImmerseMe" influences the learning of Spanish as a foreign language within a group of 22 Chinese students. This research was conducted through an experiment that included testing…
Descriptors: Vocabulary Development, Spanish, Second Language Learning, Second Language Instruction
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Pereira, Audrey S.; Wahi, Monika M. – Online Learning, 2021
Research has established that "cognitive rehearsal," (CR) or the visualization of application of a behavioral response to a situation, can increase self-efficacy through vicarious experience, but is challenging to induce online. Online higher education curricula can include collaborative game-based learning (GBL) in the form or…
Descriptors: Role Playing, Game Based Learning, Cooperative Learning, Online Courses
Goodwin, Amanda P.; Petscher, Yaacov; Tock, Jamie – Grantee Submission, 2021
Background: Middle school students use the information conveyed by morphemes (i.e., units of meaning such as prefixes, root words and suffixes) in different ways to support their literacy endeavours, suggesting the likelihood that morphological knowledge is multidimensional. This has important implications for assessment. Methods: The current…
Descriptors: Morphology (Languages), Morphemes, Middle School Students, Knowledge Level
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Gumonan, Kenn Migan Vincent C.; Fabregas, Aleta C. – Online Submission, 2021
Purpose: The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.…
Descriptors: Asian Studies, Teaching Methods, Computer Simulation, Computer Games
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Lam, Yau Wai; Hew, Khe Foon; Chiu, Kin Fung – Language Learning & Technology, 2018
This study investigated the effectiveness of a blended learning approach--involving the thesis, analysis, and synthesis key (TASK) procedural strategy; online Edmodo discussions; online message labels; and writing models--on student argumentative writing in a Hong Kong secondary school. It also examined whether the application of digital game…
Descriptors: Foreign Countries, Writing Improvement, Persuasive Discourse, Blended Learning
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Hilliard, Lacey J.; Buckingham, Mary H.; Geldhof, G. John; Gansert, Patricia; Stack, Caroline; Gelgoot, Erin S.; Bers, Marina U.; Lerner, Richard M. – Applied Developmental Science, 2018
Video games have the potential to be contexts for moral learning. We investigated whether "Quandary," a video game designed to promote ethical thinking and moral considerations for decision-making, would help promote positive skills such as perspective taking and empathy in adolescents. We examined the effect of playing…
Descriptors: Perspective Taking, Decision Making, Educational Games, Video Games
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Strawhacker, Amanda; Sullivan, Amanda; Verish, Clarissa; Bers, Marina Umaschi; Shaer, Orit – Journal of Information Technology Education: Innovations in Practice, 2018
Aim/Purpose: Bioengineering is a burgeoning interdisciplinary learning domain that could inspire the imaginations of elementary aged children but is not traditionally taught to this age group for reasons unrelated to student ability. This pilot study presents the BacToMars videogame and accompanying curricular intervention, designed to introduce…
Descriptors: Elementary School Students, Science Interests, Biology, Engineering
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Milner, Rachel; Parrish, Jonathan; Wright, Adrienne; Gnarpe, Judy; Keenan, Louanne – Journal of College Science Teaching, 2015
In a large-enrollment, introductory biochemistry course for nonmajors, the authors provide students with formative feedback through practice questions in PDF format. Recently, they investigated possible benefits of providing the practice questions via an online game (Brainspan). Participants were randomly assigned to either the online game group…
Descriptors: Biochemistry, Nonmajors, Science Instruction, College Science
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Maivorsdotter, Ninitha; Quennerstedt, Mikael; Öhman, Marie – International Journal of Game-Based Learning, 2015
The aim of this study was to explore Swedish junior high school students meaning-making of participating in exergaming in school based on their aesthetic judgments during game play. A transactional approach, drawing on the work of John Dewey, was used in the study and the data consisted of video- and audio recordings of ongoing video gaming. A…
Descriptors: Foreign Countries, Junior High School Students, Exercise, Educational Games
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González Ibánez, José de Jesús Luis; Wang, Alf Inge – International Journal of Game-Based Learning, 2015
The emergence of gesture-based computing and inexpensive gesture recognition technology such as the Kinect have opened doors for a new generation of educational games. Gesture based-based interfaces make it possible to provide user interfaces that are more nature and closer to the tasks being carried out, and helping students that learn best…
Descriptors: Recycling, Educational Games, Computer Games, Nonverbal Communication
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Slade, Dennis G.; Webb, Louisa A.; Martin, Andrew J. – Physical Education and Sport Pedagogy, 2015
Background: Over the last 30 years, traditional skill-based game teaching models have gradually been supplemented by instruction under an inclusive banner of "Teaching Games for Understanding" (TGfU). This approach focuses on developing tactical understanding through modified games and a philosophy that places the learner rather than the…
Descriptors: Constructivism (Learning), Team Sports, Sport Psychology, Physical Education
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Cleghorn, Jack; Griffiths, Mark D. – Digital Education Review, 2015
The present study investigated the phenomenon of buying "virtual assets" for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology--in this case Interpretative phenomenological…
Descriptors: Purchasing, Computer Simulation, Video Games, Qualitative Research
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