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King, Daniel; Delfabbro, Paul; Griffiths, Mark – International Journal of Mental Health and Addiction, 2009
Video game playing has received increased academic interest over the last few decades, particularly with regard to the psychological understanding of addiction. Based on the many studies carried out by the authors, this paper summarises some of the methodological challenges which may arise when studying video game players, including obstacles…
Descriptors: Video Games, Addictive Behavior, Psychological Studies, Research Problems
de Freitas, Sara – Adults Learning, 2009
For many people, the story about a couple who divorced after "virtual affairs" in Second Life may have been their first introduction to virtual worlds. And that's unfortunate, because Serious Virtual Worlds--interactive environments, usually made up of 3D graphics, which can be explored by many users at the same time--have the potential to help…
Descriptors: Interpersonal Relationship, Interaction, Adult Educators, Teaching Methods
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Young, Michael E.; Nguyen, Nam – Learning and Motivation, 2009
A first-person shooter video game was adapted for the study of causal decision making within dynamic environments. The video game included groups of three potential targets. Participants chose which of the three targets in each group was producing distal explosions. The actual source of the explosion effect varied in the delay between the firing…
Descriptors: Video Games, Influences, Decision Making, Experiments
Johnson, Taylor E.; Dixon, Mark R. – Journal of Applied Behavior Analysis, 2009
Two pathological gamblers could choose between emitting or having the dealer emit the response options when playing each of three casino games. A response-cost procedure was introduced in a multiple baseline design across games in which the participant had to pay to perform the responses himself, which was somewhat effective at reducing many of…
Descriptors: Games, Probability, Debt (Financial), Addictive Behavior
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Laskowski, Mary; Ward, David – Journal of Academic Librarianship, 2009
Most academic libraries do not yet have gaming collections, let alone gaming services and facilities that support the unique and growing teaching and research needs of campus environments. Academic libraries in particular need to start thinking about developing the next generation of gaming collections and services. This article examines the…
Descriptors: Video Games, Academic Libraries, Research Universities, Library Materials
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Bonomo, John P. – College Mathematics Journal, 2008
Mathematics forms the basis for many types of card tricks. One of the best-known works as follows: Take any 15 cards out of a deck and ask a volunteer to select one of the cards and place it back in the deck. After shuffling the cards, you deal out three piles of cards and ask the volunteer which pile his or her card is in. You collect up the…
Descriptors: Mathematics Activities, Mathematics, Games
Allen, Laura K.; Crossley, Scott A.; Snow, Erica L.; McNamara, Danielle S. – Language Learning & Technology, 2014
The Writing Pal (W-Pal) is an intelligent tutoring system (ITS) designed to provide students with explicit writing strategy instruction and practice. W-Pal includes a suite of educational games developed to increase writing engagement and provide opportunities to practice writing strategies. In this study, first (L1) (n = 26) and second (L2)…
Descriptors: Second Language Learning, Second Language Instruction, Writing Instruction, Educational Games
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Yuzer, T. Volkan, Ed.; Eby, Gulsun, Ed. – IGI Global, 2014
With the rise of distance education in the post-modern world, progressive research on the best methods, tools, and technologies in the field is necessary to continue to take advantage of the pedagogical opportunities and improvements offered through remote learning platforms. The "Handbook of Research on Emerging Priorities and Trends in…
Descriptors: Distance Education, Educational Trends, Educational Innovation, Instructional Design
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Revithiadou, Anthi; Kourtis-Kazoullis, Vasilia; Soukalopoulou, Maria; Konstantoudakis, Konstantinos; Zarras, Christos; Pelesoglou, Nestoras – Research-publishing.net, 2014
In this article we report on the development of an interactive open source extensible software, dubbed "The 7 Keys of the Dragon," for the teaching/learning of Albanian and Russian to students (9-12 years old) with the respective languages as their heritage languages. Based on the assumption that games in language learning are associated…
Descriptors: Russian, Indo European Languages, Heritage Education, Second Language Learning
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Waren, Warren – Journal of Effective Teaching, 2011
In this paper I suggest a technique which uses the familiar Parker Brother's game "Monopoly" to introduce core concepts of race and ethnic relations. I offer anecdotes from my classes where an abbreviated version of the game is used as an analog to highlight the sociological concepts of direct institutional discrimination, the legacy of…
Descriptors: Games, Teaching Methods, Racial Relations, Simulation
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Taatgen, Niels A. – Journal of Problem Solving, 2011
The minimal control principle (Taatgen, 2007) predicts that people strive for problem-solving strategies that require as few internal control states as possible. In an experiment with the Abstract Decision Making task (ADM task; Joslyn & Hunt, 1998) the reward structure was manipulated to make either a low-control strategy or a high-strategy…
Descriptors: Problem Solving, Abstract Reasoning, Decision Making, Learning Strategies
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Liu, Chang; Franklin, Teresa; Shelor, Roger; Ozercan, Sertac; Reuter, Jarrod; Ye, En; Moriarty, Scott – American Journal of Business Education, 2011
Game-like three-dimensional (3D) virtual worlds have become popular venues for youth to explore and interact with friends. To bring vital financial literacy education to them in places they frequent, a multi-disciplinary team of computer scientists, educators, and financial experts developed a youth-oriented financial literacy education game in…
Descriptors: Money Management, Teaching Methods, Computer Simulation, Educational Games
DeWeese, Sean V.; Randolph, Justus J. – Online Submission, 2011
Mastery learning is a formative assessment strategy that involves the use of specific interventions, called correctives, to address the specific comprehension needs of the learner. Effective correctives are crucial for the effectiveness of mastery learning, so it is important that teachers make good decisions about what activities and strategies…
Descriptors: Mastery Learning, Intervention, Instructional Effectiveness, Formative Evaluation
Boyer, David Matthew – ProQuest LLC, 2011
This study examines player activity in a game-based virtual learning environment as a means toward evaluating instructional and game design. By determining the goals embedded in project development and the availability and structure of in-game activities, the first part of this research highlights opportunities for players to engage with learning…
Descriptors: Formative Evaluation, Educational Environment, Internet, Learner Engagement
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Anders, Brent A.; Briggs, Deborah J.; Hai-Jew, Shalin; Caby, Zachary; Werick, Mary – EDUCAUSE Quarterly, 2011
As a college course, global public health covers topics that affect individuals' welfare and thus should be accessible to the public, providing information to help people make informed decisions about their health. This article discusses the creation of DMP 844: Global Health, a graduate-level course in the College of Veterinary Medicine's…
Descriptors: Graduate Study, Veterinary Medicine, Public Health, Health Education
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