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Hammarfelt, Björn; de Rijcke, Sarah; Rushforth, Alexander D. – Information Research: An International Electronic Journal, 2016
Introduction: Our study critically engages with techniques of self-quantification in contemporary academia, by demonstrating how social networking services enact research and scholarly communication as a "game". Method: The empirical part of the study involves an analysis of two leading platforms: Impactstory and ResearchGate. Observed…
Descriptors: Social Media, Social Networks, Researchers, Games
Themistokleous, Sotiris; Avraamidou, Lucy – Educational Media International, 2016
In this review, we present an argument for the need to support young adult's civic engagement and we explore the role of online games in supporting such engagement. In doing so, in the first section of the paper, we offer a definition for civic education and citizenship alongside a discussion for the pedagogical frameworks that better support…
Descriptors: Computer Games, Young Adults, Role Perception, Citizen Participation
Salavati, Maryam; Salehi, Hadi – Universal Journal of Educational Research, 2016
This study aimed at investigating the impact of Instructional Video Games (IVGs) on the vocabulary retention of Iranian language learners. To do so, 32 male and 43 female, between the ages thirteen to thirty one years old, in Padideh Derakhshan Institute, Sahinshahr, Isfahan, Iran were selected as a whole population. First, the World English…
Descriptors: Foreign Countries, Video Games, Educational Technology, Technology Uses in Education
Bass, Kristin M.; Hu Dahl, Ingrid; Panahandeh, Shirin – Journal of Science Education and Technology, 2016
Numerous studies have indicated a need for a diverse workforce that is more highly educated in STEM and ICT fields, and one that is capable of responding creatively to demands for continual innovation. This paper, in response, chronicles the implementation of the Digital Pathways (DP) program, a two-time ITEST recipient and an ongoing initiative…
Descriptors: STEM Education, Minority Group Students, Low Income Groups, Design
Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald – Electronic Journal of e-Learning, 2016
In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…
Descriptors: Foreign Countries, Undergraduate Students, Educational Games, Sustainability
Murphy, Colette; Mullaghy, Mary; D'Arcy, Alice – School Science Review, 2016
Research globally has shown that many children lose interest in science towards the end of primary school and throughout the post-primary phase. This article explores children's experience and views in Irish schools that have adopted innovative practices that aim to empower, excite and inspire children in science. One of these focuses on explicit…
Descriptors: Scientists, Learning Processes, Teaching Methods, Instructional Innovation
Treen, Emily; Atanasova, Christina; Pitt, Leyland; Johnson, Michael – Journal of Marketing Education, 2016
Marketing instructors using simulation games as a way of inducing some realism into a marketing course are faced with many dilemmas. Two important quandaries are the optimal size of groups and how much of the students' time should ideally be devoted to the game. Using evidence from a very large sample of teams playing a simulation game, the study…
Descriptors: Marketing, Business Administration Education, Educational Games, Computer Simulation
Weber, Nicole L.; Barth, Dylan J. – Journal of Faculty Development, 2016
Members of the UWM CETL online and blended faculty development team share innovative technological and pedagogical strategies that they currently utilize to motivate and assist instructors in developing courses for the online or blended environments, and they discuss the lessons learned from incorporating active learning, open content, bring your…
Descriptors: Technology Integration, Teacher Motivation, Faculty Development, Online Courses
Tang, Kai-Yu; Tsai, Chin-Chung – Journal of Science Education and Technology, 2016
The main purpose of this paper is to investigate the intellectual structure of the research on educational technology in science education (ETiSE) within the most recent years (2008-2013). Based on the criteria for educational technology research and the citation threshold for educational co-citation analysis, a total of 137 relevant ETiSE papers…
Descriptors: Educational Technology, Technology Integration, Teaching Methods, Science Education
Devin's Construction of a Multiplicative Double Counting Scheme: Dual Anticipation of Start and Stop
Risley, Rachael; Hodkowski, Nicola M.; Tzur, Ron – North American Chapter of the International Group for the Psychology of Mathematics Education, 2016
In this case study with Devin (pseudonym), which was part of a larger, constructivist teaching experiment with students identified as having learning difficulties in mathematics, we examine how a fourth grader constructed a dual anticipation involved in monitoring when to start and when to stop the simultaneous count of composite units (numbers…
Descriptors: Case Studies, Constructivism (Learning), Teaching Methods, Grade 4
Bédi, Branislav; Arnbjörnsdóttir, Birna; Vilhjálmsson, Hannes Högni; Helgadóttir, Hafdís Erla; Ólafsson, Stefán; Björgvinsson, Elías – Research-publishing.net, 2016
This paper describes how beginners of Icelandic as a foreign and second language responded to playing the first scene in Virtual Reykjavik, a video game-like environment where learners interact with virtual characters--Embodied Conversational Agents (ECAs). This game enables learners to practice speaking and listening skills, to learn about the…
Descriptors: Second Language Learning, Indo European Languages, Video Games, Second Language Instruction
Bell, Amanda Marie – AERA Online Paper Repository, 2016
Studies have shown that people can learn valuable skills by playing games, and more teachers are using digital games in classrooms. While researchers understand the difficulties of using digital games, further inquiries are needed to see how teachers effectively use games to improve students' learning. This paper begins to address these issues by…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Skill Development
Hsiao, Hsien-Sheng; Chang, Cheng-Sian; Lin, Chien-Yu; Chang, Chih-Chun; Chen, Jyun-Chen – Australasian Journal of Educational Technology, 2014
This study demonstrates the effectiveness of using multi-touch tabletop collaborative game (MTCG) as a collaborative learning platform, in which multiple students can play games using a digital surface. The learning performance of participants is also explored, along with their related behaviours and their experiences. Consisting of 49 Taipei…
Descriptors: Educational Games, Cooperative Learning, Grade 5, Elementary School Students
McTavish, Marianne – Journal of Early Childhood Literacy, 2014
What do young children do with the literacies they have learned at school? This article reexamines traditional notions of literacy by documenting a second grade child's literacy practices in school and out-of-school contexts. Data collected included field notes, interviews, observations of school and out-of-school literacy practices, and artefacts…
Descriptors: Grade 2, Elementary School Students, Reading Habits, Interviews
Chik, Alice – Language Learning & Technology, 2014
The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most…
Descriptors: Foreign Countries, Video Games, Second Language Learning, Educational Technology

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