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McClarty, Katie Larsen; Orr, Aline; Frey, Peter M.; Dolan, Robert P.; Vassileva, Victoria; McVay, Aaron – Pearson, 2012
The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind…
Descriptors: Literature Reviews, Educational Games, Video Games, Educational Technology
Farmer, Lesley S. J. – Knowledge Quest, 2011
Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…
Descriptors: Females, School Libraries, Sex Fairness, Librarians
Shah, Mamta; Foster, Aroutis – Educational Technology & Society, 2014
Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…
Descriptors: Computer Games, Educational Games, Middle School Students, Case Studies
Schofield, Damian – Journal of Information Technology Education: Research, 2014
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…
Descriptors: Guidelines, Games, Engineering Technology, Virtual Classrooms
Warren, Scott J.; Gratch, Jonathan S. – International Journal of Virtual and Personal Learning Environments, 2013
Digital games like Where in the World is Carmen San Diego and Oregon Trail have been used to support learning since the 1980s. However, the last decade has seen games, simulations and virtual world use take firm hold of the academic imagination. There also has been a rapid expansion of sponsored, formal research, informal inquiry, and a growing…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
Kuo, Ming-Shiou; Chuang, Tsung-Yen – International Journal of Distance Education Technologies, 2013
The teaching of 3D digital game design requires the development of students' meta-skills, from story creativity to 3D model construction, and even the visualization process in design thinking. The characteristics a good game designer should possess have been identified as including redesign things, creativity thinking and the ability to…
Descriptors: Design, Cognitive Processes, Thinking Skills, Creativity
Case, Randall E. – ProQuest LLC, 2013
Enrollment in online higher education programs has been climbing for the past decade but research suggests that online courses exhibit significantly higher attrition rates than their face-to-face counterparts. Consequently, while significantly more students are enrolling in higher education programs, far too few are graduating. Self-determination…
Descriptors: Educational Technology, Video Games, Technology Uses in Education, Computer Games
Bagley, E. A.; Shaffer, D. W. – Journal of Computer Assisted Learning, 2015
Research has shown that computer games and other virtual environments can support significant learning gains because they allow young people to explore complex concepts in simulated form. However, in complex problem-solving domains, complex thinking is learned not only by taking action, but also with the aid of mentors who provide guidance in the…
Descriptors: Computer Games, Simulated Environment, Thinking Skills, Mentors
Degner, Kate – Mathematics Teaching in the Middle School, 2015
In the author's experience with this activity, students struggle with the idea of representativeness in probability. Therefore, this student misconception is part of the classroom discussion about the activities in this lesson. Representativeness is related to the (incorrect) idea that outcomes that seem more random are more likely to happen. This…
Descriptors: Mathematics Education, Mathematics Activities, Probability, Educational Games
Siko, Jason P.; Barbour, Michael K. – Computers in the Schools, 2015
Homemade PowerPoint games are a low-tech alternative for using game design in classrooms. To date, much of the research examining the games has not shown an improvement in performance. This has led some to question whether the games are properly aligned with the instructional strategies researchers have used as justifications to support using…
Descriptors: Computer Games, Design, Student Projects, Performance
Kurushkin, Mikhail; Mikhaylenko, Maria – Journal of Chemical Education, 2015
An educational card game, "Chemical Alias," has been developed as an alternative method of reviewing students' knowledge of nomenclature. In contrast to conventional tests, this highly competitive activity is a fun and effective way to examine and reinforce nomenclature. The students play in pairs, using Clark's famous spiral arrangement…
Descriptors: Science Instruction, Secondary School Science, High Schools, College Science
O'Leary, Nick; Longmore, Carl; Medcalf, Richard – Journal of Research in Special Educational Needs, 2015
Research within physical education (PE) utilising the occupational socialisation framework indicates that the childhood phase of socialisation is the most powerful phase of socialisation. However, for most teachers working with pupils experiencing special educational needs (SEN), the childhood phase often lacks direct experience of SEN and thus…
Descriptors: Physical Education, Socialization, Emotional Problems, Behavior Problems
Friedrichs, Henrike; von Gross, Friederike; Herde, Katharina; Sander, Uwe – Journal of Media Literacy Education, 2015
This research project was conducted to explore parental attitudes towards and their mediation of video games. Qualitative, semi-structured interviews with 28 parents (14 couples) assessed their media-related habitus, their media-educational habitus and the interaction between the habitus. The results show that the media-related habitus has a…
Descriptors: Parent Attitudes, Video Games, Semi Structured Interviews, Qualitative Research
Herro, Danielle – Curriculum Journal, 2015
Games and digital media experiences permeate the lives of youth. Researchers have argued the participatory attributes and cognitive benefits of gaming and media production for more than a decade, relying on socio-cultural theory to bolster their claims. Only recently have large-scale efforts ensued towards moving game play and design into formal…
Descriptors: Video Games, Secondary School Curriculum, High Schools, Curriculum Development
Harvey, Stephen; Light, Richard L. – Asia-Pacific Journal of Health, Sport and Physical Education, 2015
Despite the development of a wide body of literature suggesting the efficacy of game-based approaches (GBAs) to teaching and learning, GBAs have not yet been widely adopted by practitioners. A range of challenges face teachers and coaches taking up a GBA with two areas being of particular concern, which are: (1) the teacher's ability to design…
Descriptors: Educational Games, Instructional Effectiveness, Program Implementation, Instructional Design

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