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Cavalcante-Pimentel, Fernando-Silvio; Morais-Marques, Margarida; Barbosa-de-Sales-Junior, Valdick – Comunicar: Media Education Research Journal, 2022
The relationship between digital games and the mobilization of cognitive and metacognitive learning strategies deserves attention and needs research that contributes to the understanding of how these strategies can favor the teaching and learning processes. This study describes how university students over 18 years of age mobilize cognitive and…
Descriptors: Learning Strategies, Computer Games, College Students, Metacognition
Almeida, Fernando; Buzady, Zoltan – Journal of Applied Research in Higher Education, 2022
Purpose: This study aims to present a practical approach to recognizing leadership styles by adopting a serious game in the context of an entrepreneurship course in higher education. Design/methodology/approach: The action-research methodology is adopted to explore how the various leadership styles are perceived and assimilated by students.…
Descriptors: Educational Games, Entrepreneurship, College Students, Student Attitudes
Scalise, Nicole R.; DePascale, Mary; Tavassolie, Nadia; McCown, Claire; Ramani, Geetha B. – Education Sciences, 2022
Recent meta-analyses have demonstrated a significant association between children's early math achievement and their experiences with math at home, including their caregivers' talk about math. However, few studies have investigated the relations between caregiver math talk and children's learning with experimental designs. Eighty-six children (M =…
Descriptors: Games, Mathematics Education, Home Study, Numeracy
Gülle, Mahmut; Bolat, Yavuz – FIRE: Forum for International Research in Education, 2022
The game is an important tool that provides motivation for the individual at almost any age while entertaining it, as well as providing achievements to the individual and socially. The use of this tool as an educational tool or material can help increase the success of learning-teaching processes. For this reason, the aim of this research was to…
Descriptors: Test Construction, Game Based Learning, Instructional Materials, Test Validity
de Jesus, Ângelo Magno; Silveira, Ismar Frango – Informatics in Education, 2022
The Computational Thinking (CT) teaching approach allows students to practice problem-solving in a way that they can use the Computer Science mindset. In this sense, Collaborative Learning has a lot to contribute to educational activities involving the CT. This article presents the design and evaluation of a Collaborative Learning framework for…
Descriptors: Cooperative Learning, Computation, Thinking Skills, Video Games
Shoda, Vera Paola – E-Learning and Digital Media, 2022
Let's Play (LP) is the term used to describe the videos of people providing commentary as they play video games that follow either live streaming or pre-edited format uploaded in online video sharing platforms. Previous studies on LP have shown its possible use in literary practice and pedagogical potential. This paper goes deeper into the…
Descriptors: Video Games, Electronic Learning, Teaching Methods, Video Technology
Karadakis, Kostas – Sport Management Education Journal, 2022
Feedback and lessons learned from personal reflection journals submitted by students in an Introduction to Esport course. Students were responsible for marketing, creating content, problem solving (troubleshooting), and streaming a minimum of 30 minutes for an esport game title of their choice. Students were then asked to submit a link and…
Descriptors: Video Technology, Video Games, Student Attitudes, Experiential Learning
Meyer, Brad C.; Bishop, Debra S. – Decision Sciences Journal of Innovative Education, 2022
This article examines how students learn about data-driven decision-making by creating and using a dashboard to play an online version of the familiar Beer Game. The objective is to apply data visualization skills to a business system in a way that leads to effective decisions. The students not only build a dashboard in Tableau, they also use it…
Descriptors: Visual Aids, Data Analysis, Decision Making, Computer Software
Zhang, Qiannan; Lin, Sheng; Liu, Jinlan; Jin, Yuchen – Cogent Education, 2022
Understanding how students decide whether to participate during collaborative learning activities and what factors are their main concerns is important for efficient use of such activities in or out of the classroom. Based on evolutionary game theory, this study proposed a game model for collaborative learning that aimed to analyze the dynamic…
Descriptors: Cooperative Learning, Game Theory, Student Motivation, Student Behavior
Joshua Clements – Learning Assistance Review, 2022
Learning centers and peer tutoring facilities often need ways to train their staff to work with students who find themselves dealing with anxiety, fear of failure, and many other issues. There is also a need for training in soft skills such as communication and empathy that will help students have a successful college career. This article applies…
Descriptors: Peer Teaching, Tutors, Training, Soft Skills
Dayae Yang; Theodore J. Kopcha – International Journal of Designs for Learning, 2022
Computer programming has become an essential part of K12 education, promoted as a way for students to engage in computational thinking that helps develop students' ability to analyze and solve problems and prepare them for future careers. Tabletop board games are seen as an effective means to help students learn computer programming. Several board…
Descriptors: Educational Games, Design, Programming, Computer Science Education
Lai, Kuo-Wei Kyle; Chen, Hao-Jan Howard – Computer Assisted Language Learning, 2023
Research on vocabulary acquisition in digital game-based learning has been increasing over the years, with advancements in technology giving rise to numerous learning alternatives in second language acquisition. As virtual reality gaming offers new opportunities to explore its effectiveness in language learning, it is thus important to investigate…
Descriptors: Vocabulary Development, Game Based Learning, Second Language Learning, Second Language Instruction
Cortés, Darwin; Mantilla, César; Prada, Laura – Journal of Economic Education, 2023
The authors adapted a lab-in-the-field experiment emulating the dynamic extraction of a fishery to create a Web-based classroom experiment. The game includes a multi-player version analogous to an open-access problem and a single-player version analogous to the social planner problem. This game is helpful in introductory microeconomics courses to…
Descriptors: Web Based Instruction, Teaching Methods, Elective Courses, Animal Husbandry
Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning
Linlin Li; Mingyu Feng; Hee Jin Bang – Society for Research on Educational Effectiveness, 2023
Background/Context: Mathematics education, especially at early grade levels, continues to be an important focus for national education improvement efforts, and more districts are introducing technology as part of their solution. Along with increasing consistent delivery of personalized and individualized learning to students, technology- and…
Descriptors: Mathematics Skills, Skill Development, Game Based Learning, Elementary School Students

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