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Moseley, Alex – International Journal of Game-Based Learning, 2012
Drawing on a participatory study of the Perplex City alternate reality game, this paper considers the data obtained through participation and a detailed survey of the most engaged players, in order to determine the most engaging features and suggest methods for their transfer to educational contexts. Originally presented at a conference in 2008,…
Descriptors: Computer Games, Educational Games, Game Theory, Learner Engagement
García-García, César; Fernández-Robles, José Luis; Larios-Rosillo, Victor; Luga, Hervé – International Journal of Game-Based Learning, 2012
This article presents the current development of a serious game for the simulation of massive evacuations. The purpose of this project is to promote self-protection through awareness of the procedures and different possible scenarios during the evacuation of a massive event. Sophisticated behaviors require massive computational power and it has…
Descriptors: Computer Games, Computer Simulation, Educational Games, Crisis Management
Jana, Bekešová; Iveta, Romanová – ICTE Journal, 2019
The paper focuses on six technological innovations which have influenced English language teaching and learning. Their potential is analysed and the way suggested how they could be creatively used. In the research part, authors introduce the most popular ones among English teachers and present those they would like to apply within the lessons.…
Descriptors: Instructional Innovation, Teaching Methods, English (Second Language), Second Language Learning
Godwin-Jones, Robert – Language Learning & Technology, 2019
It has been repeatedly asserted in recent years that telecollaboration is such a powerful and effective tool for both second language acquisition (SLA) and fostering intercultural communication competence (ICC) that it should be regularly included in foreign language instruction (Çiftçi & Savas, 2018; Lewis & O'Dowd, 2016a; O'Dowd, 2016a;…
Descriptors: Intercultural Communication, Communicative Competence (Languages), Social Media, Teaching Methods
Chun, Dorothy M. – Educational Technology & Society, 2019
Based on my role as Editor in Chief of the journal Language Learning & Technology since 2000 and on my experiences as a technology-enhanced language learning (TELL) researcher, developer and teacher, I will provide an overview of recent cutting-edge research on the uses of technologies for second language teaching and learning. I suggest that…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Educational Technology
Jensen, Signe Hannibal – Language Learning & Technology, 2019
Through the analytical lens of activity theory (Leontiev, 1978, Lantolf & Thorne, 2006), the present study investigates the uptake of affordances for language learning by young (ages 7-11) Danish children (N = 15) in their engagement with English language media in the digital wild. Drawing on ethnographic interviews (Spradley, 1979), during…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Computer Games
Grabman, Rebecca; Stol, Talia; McNamara, Annie; Brahms, Lisa – Journal of Museum Education, 2019
This article describes Children's Museum of Pittsburgh's multi-phase approach to developing professional development (PD) for its maker educators. Researchers engaged maker educator staff in research-practice partnerships at each stage of the process, with the intention of supporting maker educators in developing their practice. Grounded in…
Descriptors: Museums, Faculty Development, Theory Practice Relationship, Sociocultural Patterns
Allsop, Yasemin – Online Submission, 2019
This thesis examines children's thinking, learning and metacognition when designing their own computer games. The study aims to understand more about what kind of learning takes place, and how it emerges whilst children are authoring their own computer games. The aim is to get an insight into the cognitive processes students exercise that…
Descriptors: Computer Games, Thinking Skills, Metacognition, Learning Processes
Istance, David; Paniagua, Alejandro – Center for Universal Education at The Brookings Institution, 2019
This report follows up on the book "Leapfrogging Inequality: Remaking Education to Help Young People Thrive," published in 2018 by the Center for Universal Education (CUE) at the Brookings Institution. The book argued the importance of education leapfrogging--creating transformative shifts rather than incremental evolution by harnessing…
Descriptors: Educational Innovation, Educational Change, Teaching Methods, Teacher Role
Grindal, Todd; Silander, Megan; Gerard, Sarah; Maxon, Tiffany; Garcia, Elisa; Hupert, Naomi; Vahey, Phil; Pasnik, Shelley – Education Development Center, Inc., 2019
This study's goal was to understand the extent to which providing access to media resources focused on critical science and engineering concepts can help children living in low-income households learn. The resources examined were from the PBS KIDS multi-platform property "The Cat in the Hat Knows a Lot About That!" Researchers found that…
Descriptors: Educational Media, Educational Television, Childrens Literature, Video Games
Groves, Emily A.; Austin, Jennifer L. – Journal of Applied Behavior Analysis, 2019
The Good Behavior Game (GBG) is a classroom management system that employs an interdependent group contingency, whereby students work as a team to win the game. Although previous anecdotal data have suggested that this arrangement may promote prosocial behavior, teachers may have concerns about its fairness and potential to evoke negative peer…
Descriptors: Educational Games, Student Behavior, Peer Influence, Classroom Techniques
Sluman, Jonny – Primary Science, 2013
In this article Jonny Sluman describes how he adapted an interactive DVD quiz game at a Christmas family get-together into an exciting, creative science activity to teach his students. The rounds included: a "quick fire" question round, a "what happened next" round, a music round, and a "spot the difference" round.…
Descriptors: Educational Games, Video Games, Video Technology, Multimedia Materials
Gonzalez-Tablas, Ana I.; de Fuentes, Jose M.; Hernandez-Ardieta, Jorge L.; Ramos, Benjamin – Educational Technology & Society, 2013
In Higher Education Engineering studies, there exists the need of engaging students in performing drill and practice activities with the goal of reinforcing routine mathematical skills. The usual optionality of these tasks entails the risk of students not fulfilling them in an effective way. Although competitive approaches are not a trend in…
Descriptors: Foreign Countries, Undergraduate Students, Engineering Education, Drills (Practice)
Al Sarhan, Khaled Ali; AlZboon, Saleem Odeh; Olimat, Khalaf Mufleh; Al-Zboon, Mohammad Saleem – Education, 2013
The study aims at introducing the features of the computerized educational games in sciences at the elementary school in Jordan according to the specialists in teaching science and computer subjects, through answering some questions such as: What are the features of the computerized educational games in sciences at the elementary schools in Jordan…
Descriptors: Foreign Countries, Computer Games, Educational Games, Elementary School Science
Lucht, Martina; Heidig, Steffi – Educational Technology Research and Development, 2013
This article describes HOPSCOTCH, a design concept for an "exer-learning game" to engage elementary school children in learning. Exer-learning is a new genre of digital learning games that combines playing and learning with physical activity (exercise). HOPSCOTCH is a first design concept for exer-learning games that can be applied to…
Descriptors: Foreign Countries, Elementary School Students, Electronic Learning, Computer Games

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