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DiSalvo, Elizabeth Betsy – ProQuest LLC, 2012
The implementation of a learning environment for young African American males, called the Glitch Game Testers, was launched in 2009. The development of this program was based on formative work that looked at the contrasting use of digital games between young African American males and individuals who chose to become computer science majors.…
Descriptors: African Americans, Males, Video Games, Computer Games
Myers, Rodney Dean – ProQuest LLC, 2012
In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and…
Descriptors: Simulation, Teaching Methods, Interaction, Computer Games
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Gordon, Michal; Gordon, Goren – Physics Education, 2012
The quantum computer game "Schrodinger cat and hounds" is the quantum extension of the well-known classical game fox and hounds. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. "Schrodinger cat and hounds" demonstrates the effects of superposition, destructive and constructive interference, measurements and…
Descriptors: Computer Games, Quantum Mechanics, Mechanics (Physics), Scientific Concepts
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Galvao, Tulio Acacio Bandeira; Neto, Francisco Milton Mendes; Campos, Marcos Tullyo; Junior, Edson de Lima Cosme – International Journal of Distance Education Technologies, 2012
The increasing demand for Software Engineering professionals, particularly Project Managers, and popularization of the Web as a catalyst of human relations have made this platform interesting for training this type of professional. The authors have observed the widespread use of games as an attractive instrument in the process of teaching and…
Descriptors: Risk Management, Active Learning, Internet, Student Projects
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Lin, Chun-Hung; Liu, Eric Zhi-Feng; Chen, Yu-Liang; Liou, Pey-Yan; Chang, Maiga; Wu, Cheng-Hong; Yuan, Shyan-Ming – Educational Technology & Society, 2013
The study examines the effectiveness of using computer games for after-school remedial mastery learning. We incorporated instructional materials related to "area of a circle" into the popular Monopoly game to enhance the performance of sixth-grade students learning mathematics. The program requires that students enter the answers to…
Descriptors: Foreign Countries, Mastery Learning, Remedial Instruction, Elementary School Students
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Hsu, Chung-Yuan; Tsai, Chin-Chung – Interactive Learning Environments, 2013
Educational researchers have indicated that although computer games have the potential to promote students' motivation and engagement, the work on how to design effective games that fulfil educational purposes is still in its infancy. This study aimed to examine how integration of self-explanation into a computer game affected primary schoolers'…
Descriptors: Science Instruction, Scientific Concepts, Educational Games, Learner Engagement
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Schwartz, Ruth N. – Cultural Studies of Science Education, 2012
This Forum paper explores how Matthew Gaydos and Kurt Squire in their manuscript, "CITIZEN SCIENCE: Role Playing Games for Scientific Citizenship," represent issues of games literacy and science literacy. What is the meaning of expertise in the context of games-based learning? An examination of the studies presented suggests that games, like other…
Descriptors: Technology Integration, Role Playing, Science Instruction, Science Achievement
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Offenholley, Kathleen – Journal of Mathematics Education at Teachers College, 2011
Video games have tremendous potential in mathematics education, yet there is a push to simply add mathematics to a video game without regard to whether the game structure suits the mathematics, and without regard to the level of mathematical thought being learned in the game. Are students practicing facts, or are they problem-solving? This paper…
Descriptors: Mathematics Instruction, Teaching Methods, Video Games, Educational Technology
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Chen, Zhi-Hong; Lee, Shu-Yu – Educational Technology & Society, 2018
This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted…
Descriptors: Educational Games, Young Children, Elementary School Students, Grade 4
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Nuninger, Walter; Châtelet, Jean-Marie – International Journal of Distance Education Technologies, 2018
The tremendous changes in the context of Higher Education motivate the organization to integrate new innovative Information Communication Technology (ICT) solutions to comply with quality challenge. This affects the trainers in their practices, looking for pedagogical tools to integrate into the course. In the framework of distance learning or…
Descriptors: Educational Technology, Technology Uses in Education, Video Technology, Multimedia Instruction
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Wen, Yun – Educational Technology & Society, 2018
This paper discusses the design of a digital Chinese character composition game with the paper-interface named as ARC (Augmented Reality-based Chinese Characters) and its implementation in a Singapore primary school. The ARC game is designed to help beginning Chinese as second language (L2) learners to develop Chinese orthographic knowledge and…
Descriptors: Second Language Learning, Chinese, Educational Games, Writing (Composition)
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Lay, Ah-Nam; Osman, Kamisah – Journal of Education in Science, Environment and Health, 2018
The purpose of this study is to investigate the effect of Malaysian "Kimia" (Chemistry) Digital Games (MyKimDG) module on students' achievement and motivation in chemistry as well as 21st century skills. Chemistry education in Malaysia should put greater emphasis on combination of cognitive, sociocultural and motivational aspects to…
Descriptors: Foreign Countries, Chemistry, Video Games, Science Achievement
Shapiro, Jordan – Joan Ganz Cooney Center at Sesame Workshop, 2018
"Digital Play for Global Citizens" is an introduction to how educators and parents can use a multitude of innovative technology tools to help their students and children learn about, understand, and engage with our increasingly interconnected world. Educating students to become "macro-minded" (habits of mind that are associated…
Descriptors: Educational Technology, Technology Uses in Education, Global Approach, Citizenship Education
Rogers, Teresa Mandrell – ProQuest LLC, 2018
The purpose of this qualitative exploratory case study was to examine the perceived obstacles that contribute to the achievement gap between White and Black middle school mathematics students and the instructional strategies that help combat these obstacles of middle school mathematics teachers. The study investigated how middle-school educators…
Descriptors: Mathematics Instruction, Mathematics Achievement, Middle School Teachers, Mathematics Teachers
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Pivec, Paul; Pivec, Maja – International Journal of Game-Based Learning, 2011
Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on…
Descriptors: Computer Games, Video Games, Teaching Methods, Interaction
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