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Khamparia, Aditya; Pandey, Babita; Mishra, Brijendra Pratap – Education and Information Technologies, 2020
In conventional classroom driven instructor training, disabled student achieved low personality & motivation, more mental load due to lack of practical learning and unsuitable usage of learning material through different simulated contexts. Therefore, intent of proposed study is to integrate microworld game-based learning to different learning…
Descriptors: Students with Disabilities, Game Based Learning, Physical Disabilities, Elementary School Students
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Gatzoulis, Christos – International Journal of Game-Based Learning, 2020
This paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in the competition appear to exhibit a skillset of professional attitude, software-related knowledge,…
Descriptors: Epistemology, Teaching Methods, Game Based Learning, Computer Software
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Duncan, Keri J. – TechTrends: Linking Research and Practice to Improve Learning, 2020
This mixed-methods study examined student engagement and the development of twenty-first-century learning skills of collaboration, communication, creativity and critical thinking for Grade 3 students who used immersive game-based learning activities using Breakout EDU strategies compared to students who used traditional small-group methods. BOEDU…
Descriptors: Educational Technology, Technology Uses in Education, 21st Century Skills, Cooperation
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Jacob, Robin; Erickson, Anna; Mattera, Shira – Journal of Research on Educational Effectiveness, 2020
This article reports findings from a one-year evaluation of a kindergarten math enrichment program. A randomized design was used to assess the impact of High 5s on children's math skills, attitudes towards math, language ability, and executive function for a sample of kindergarten students in New York City. High 5s math clubs were designed to…
Descriptors: Kindergarten, Supplementary Education, Young Children, Small Group Instruction
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Bond, Melissa; Bedenlier, Svenja; Buntins, Katja; Kerres, Michael; Zawacki-Richter, Olaf – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2020
Developing, sustaining, and improving student engagement is of vital importance to higher education instructors. Educational technology has been linked to student engagement, and preservice and in-service teachers need to develop information communication and technology (ICT) skills and knowledge to apply them in the classroom as well as to…
Descriptors: Learner Engagement, Higher Education, Educational Technology, Educational Research
Roscoe, Rod D.; Allen, Laura K.; Johnson, Adam C.; McNamara, Danielle S. – Grantee Submission, 2018
This study evaluates high school students' perceptions of automated writing feedback, and the influence of these perceptions on revising, as a function of varying modes of computer-based writing instruction. Findings indicate that students' perceptions of automated feedback accuracy, ease of use, relevance, and understandability were favorable.…
Descriptors: High School Students, Student Attitudes, Writing Evaluation, Feedback (Response)
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Stavroulia, Kalliopi Evangelia; Makri-Botsari, Evanthia; Psycharis, Sarantos; Kekkeris, Gerassimos – International Journal of Information and Learning Technology, 2016
Purpose: Over the years, game-based learning approaches have been adapted in teaching and learning both to engage and motivate students during learning activities. Game technology, such as serious and simulation games, have been used as a new generation of training educational tools enhancing students' learning and academic performance. An…
Descriptors: Psychological Patterns, Emotional Response, Simulated Environment, Classroom Environment
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J. C. Bunch; J . Shane Robinson; M. Craig Edwards; Pavlo D. Antonenko – Journal of Human Sciences & Extension, 2016
This study's purpose was to compare the effectiveness of the traditional, lecture and discussion method to a digital game-based learning (DGBL) approach on students' near and far knowledge transfer abilities in agriculture and mathematics regarding a unit on swine diseases in animal science courses. Two research questions guided the study, which…
Descriptors: Computer Games, Transfer of Training, Agricultural Education, Secondary School Students
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Nathan Prestopnik – International Journal of Designs for Learning, 2016
This paper reports a design case for a story-driven language learning game called "Arena." "Arena" was developed in the design science tradition, where purpose-built artifacts are used as a springboard for scientific inquiry. As such, "Arena" is a vehicle for designers and researchers to study the effectiveness of…
Descriptors: Game Based Learning, Student Motivation, Second Language Learning, Play
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Karl Kane; Tim Parkin – set: Research Information for Teachers, 2016
Voter participation by young people has been in long-term decline in New Zealand. Many do not understand what elected representatives do, and assume that politics does not affect them. Voter advice applications (VAAs) are effective design-led tools for addressing these issues by providing game-like experiences that help voters compare their values…
Descriptors: Political Attitudes, Citizen Participation, Voting, Elections
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Vizcaíno, Aurora; García, Félix; de Guzmán, Ignacio García Rodriguez; Moraga, M. Ángeles – ACM Transactions on Computing Education, 2019
Global Software Development (GSD) is currently a strong industry trend. This means that if computer science engineers are to be trained to deal with this model, it is very important to include the topic in software engineering courses, attempting to ensure that students learn about GSD and become familiar with its advantages and challenges.…
Descriptors: Educational Games, Global Approach, Computer Software, Computer Science Education
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Meletiadou, Eleni – IAFOR Journal of Education, 2023
To prepare their students for the increasingly demanding workplace of the 21st century, business schools resort to using experiential learning techniques to make explicit connections between knowledge and experiences students already have, encouraging them to make their own interpretations. In this case study, 50 multilingual students participated…
Descriptors: Multilingualism, English (Second Language), Second Language Learning, Second Language Instruction
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Vungthong, Sompatu – rEFLections, 2018
The 21st century marks the digital era which is characterised by advanced technology and witnesses the increasing use of visual design in the realm of education. Despite various studies addressing the roles of visual design, there is still limited understanding of its roles in electronic educational materials, especially for language learning and…
Descriptors: Visual Aids, Design, English (Second Language), Second Language Learning
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Hayse, Mark – Teaching Theology & Religion, 2018
In the undergraduate classroom, tabletop games can aid both teaching and learning -- especially when accompanied by debriefing exercises following gameplay. In particular, tabletop games enable undergraduate learners to practice the 21st century skills of collaboration, communication, and critical thinking. This qualitative study examines three…
Descriptors: Teaching Methods, Undergraduate Students, Learning Activities, Theological Education
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Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning
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