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Russo, Toby; Russo, James – Australian Primary Mathematics Classroom, 2021
The authors set out to develop a series of mathematical games that could be played 'openhanded' over zoom using only a virtual deck of cards (deck.of.cards). This article briefly describes three games they have developed that other teachers might find valuable, whether for use in a remote learning environment or back in the classroom. Each game…
Descriptors: Learning Activities, Probability, Educational Games, Distance Education
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Di Iorio, Jacopo; Vantini, Simone – Journal of Statistics and Data Science Education, 2021
In this article, we discuss our attempt to teach applied statistics techniques typically taught in advanced courses, such as clustering and principal component analysis, to a non-mathematical educated audience. Considering the negative attitude and inclination toward mathematical disciplines of our students we introduce them to our topics using…
Descriptors: Multivariate Analysis, Gamification, Statistics Education, Video Games
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El Mawas, Nour; Tal, Irina; Moldovan, Arghir-Nicolae; Bogusevschi, Diana; Andrews, Josephine; Muntean, Gabriel-Miro; Muntean, Cristina Hava – Knowledge Management & E-Learning, 2020
Teachers face many difficulties in the motivation, engagement, and improvement of learning outcomes for students in Science, Technology, Engineering, and Mathematics (STEM). In this paper, we present a research study on the learning experience of a new interactive educational 3D video game called Final Frontier, designed for primary school…
Descriptors: Astronomy, Educational Games, Game Based Learning, Instructional Effectiveness
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Clark, Douglas B.; Sengupta, Pratim – Interactive Learning Environments, 2020
This paper situates a critical review of studies that we have conducted within the broader research literature to analyze the affordances of integrating modeling within disciplinarily-integrated games from computational thinking and science as practice perspectives. Across the studies, the analyses pursue two themes: (a) the role of agent-based…
Descriptors: Game Based Learning, Thinking Skills, Computer Games, Science Education
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Donna Rennar-Potacco; Anymir Orellana; Rita Ramirez-Levine – International Journal of Designs for Learning, 2020
This design case describes design decisions and their impacts during three redesigns of an educational game called the "Rocks and Minerals Challenge." This game was developed as a laboratory supplement for the rocks and minerals component of a university-based geology course. The game has evolved through three distinct design phases:…
Descriptors: Game Based Learning, Educational Games, Geology, College Science
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Hong, Jon-Chao; Wu, Ching-Lin; Tseng, Chien-Chih; Chen, Hsueh-Chih – Creativity Research Journal, 2020
The Chinese Radical Assembly Game (CRAG) is an online platform that assesses the lexical competence. In which, individuals select different Chinese radicals to combine them and form a legitimate character. This concept is similar to that of creative synthesis. Therefore, this study aimed to examine whether the CRAG response process involves…
Descriptors: Problem Solving, Computer Games, Educational Games, Vocabulary Development
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Hébert, Cristyne; Jenson, Jennifer – Canadian Journal of Learning and Technology, 2020
In this paper, the findings of a research study, working with 12 educators in a large urban school board in Ontario using Minecraft for 21st century competency development, are presented. A number of pedagogical moves teachers made to support 21st century learning through communication and collaboration, both in the classroom and in the game…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Skill Development
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David, Oana Alexandra; Costescu, Cristina; Cardos, Roxana; Mogoase, Cristina – Child & Youth Care Forum, 2020
Background: Children and adolescents are major computer and technology gadget users. While serious games hold important promises for promoting health-related behavioral change and mental health among children and adolescents, their efficacy is yet unclear. Objectives: We conducted a systematic review and meta-analysis aimed to offer a…
Descriptors: Educational Games, Computer Games, Mental Health, Health Promotion
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Kiron, Nafisul; Adaji, Ifeoma; Long, Jeff; Vassileva, Julita – Electronic Journal of e-Learning, 2020
Games are a great source of entertainment and are used by people of all ages; they motivate and engage people and affect their behavior. Therefore, games have been widely studied in many non-game contexts. Education is one of those areas where gamified, and game-based learning strategies have been implemented and explored. To engage and motivate…
Descriptors: Learner Engagement, Games, Peer Teaching, Active Learning
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Lux, Joelle-Denise; Budke, Alexandra – Education Sciences, 2020
The current socio-ecological challenges and phenomena that are major topics of geography education, like climate change and migration, are highly complex. Maturity in these contexts requires a networked way of thinking, and a systemic competence that is difficult to develop in geography classes alone. Digital games that simulate complex systems…
Descriptors: Geography Instruction, Computer Games, Computer Simulation, Informal Education
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Hava, Kevser; Guyer, Tolga; Cakir, Hasan – Educational Technology Research and Development, 2020
The purpose of this research is to investigate students' learning experiences in a systematic game development process. The study was conducted at a science and arts center, where gifted students can enroll in after-school activities. Fifteen students and one instructor participated in a 12-week problem-solving implementation. During the last five…
Descriptors: Academically Gifted, Teaching Methods, After School Programs, Problem Solving
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Poole, Frederick; Clarke-Midura, Jody – International Journal of Game-Based Learning, 2020
This systematic review presents a definition for digital games within the second/foreign language (L2) learning research field. This definition is used to identify games used in research in the last five years (2012-2017). Forty-nine studies were identified and then summarized by type of research, game genre employed, age, and size of sample…
Descriptors: Literature Reviews, Computer Games, Video Games, Second Language Learning
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Vanbecelaere, Stefanie; Van den Berghe, Katrien; Cornillie, Frederik; Sasanguie, Delphine; Reynvoet, Bert; Depaepe, Fien – Journal of Computer Assisted Learning, 2020
For the training of academic skills, digital educational games with integrated adaptivity are promising. Adaptive games are considered superior to non-adaptive games, because they constantly assess children's performance, and accordingly adapt the difficulty of the tasks corresponding to the children's individual level. However, empirical evidence…
Descriptors: Educational Games, Computer Games, Adaptive Testing, Kindergarten
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Normand, Matthew P.; Burji, Carla – Journal of Applied Behavior Analysis, 2020
The Step it UP! Game is an interdependent group reinforcement contingency based on the Good Behavior Game. We evaluated the effects of the Step it UP! Game on the number of steps taken by 3rd-grade students during physical-education (PE) classes at a local public elementary school. We divided the class into 2 teams and awarded a "Step it UP!…
Descriptors: Physical Education, Games, Game Based Learning, Physical Activity Level
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Feng, Yan; Audy, Jean-François; Rönnqvist, Mikael; D'Amours, Sophie – INFORMS Transactions on Education, 2020
This article presents an educational game to engage university and industrial stakeholders in collaborative training for supply chain management courses. The game will help students learn complex supply chain management issues. There are two integrated parts: a case ethod through an industrial case and an activity-based game featuring role plays…
Descriptors: Educational Games, Television, Supply and Demand, College Students
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