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Sim, Duncan; Boyle, Elizabeth; Leith, Murray Stewart; Williams, Alan; Jimoyiannis, Athanassios; Tsiotakis, Panagiotis – Journal of Geography in Higher Education, 2021
This paper explores the contribution to geography teaching which can be made by serious games. We describe the ways in which gaming has progressed from "dissected maps" and jigsaws through board games, to the range of online games which are available today. We describe the development, in conjunction with European partner institutions,…
Descriptors: Geography, Instruction, Teaching Methods, Educational Games
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Mannino, Michael V.; Khojah, Mohammed; Gregg, Dawn G. – Journal of Information Systems Education, 2021
This paper describes an innovative approach for teaching the challenges in the management of data warehouse development. The approach contains lecture material providing conceptual background about the management of data warehouse development, a simulation game supporting experiential learning, and a post-play debriefing to support synthesis of…
Descriptors: Game Based Learning, Simulation, Data Analysis, Teaching Methods
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Harrington, Ingrid; Mellors, Marc J. – International Journal of Higher Education, 2021
The role of gamification in Australian higher educational learning has gained increasing currency in recent years, with many proponents promoting its usefulness for improving the university student experience by increasing progression and lowering attrition, particularly among first year students (Charles, Charles, McNeill, Bustard, & Black,…
Descriptors: Foreign Countries, Higher Education, College Students, Game Based Learning
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Chen, Yen Tzu; Liu, Che-Hung; Lee, Chih Yu – Education Quarterly Reviews, 2021
This study used CodeMonkey, an online learning platform through which elementary teachers can learn programming while playing games and experience how to integrate STEM into their courses. The study analyzed and examined their experiences using a qualitative research method. According to the research results, learning programming while playing…
Descriptors: Game Based Learning, Computer Games, Computer Science Education, STEM Education
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Parekh, Priyanka; Gee, Elisabeth; Tran, Kelly; Aguilera, Earl; Pérez Cortés, Luis E.; Kessner, Taylor; Siyahhan, Sinem – International Journal of Science Education, 2021
Framing, implementing, and engaging youth in authentic scientific inquiry are highly valued in science education; however, we have very limited knowledge of the nature and use of tools that accomplish these. Therefore, we proposed that board game design is a meaningful tool for engaging youth in understanding environmental issues. We reported…
Descriptors: Environmental Education, Water Pollution, Scientific Literacy, Game Based Learning
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Smith, Hayden J.; Michelsen, Niall – Journal of Political Science Education, 2021
The Statecraft IR simulation has received a significant amount of attention in the pedagogical literature. Some instructors have asserted that Statecraft is biased toward the behavior and learning goals of realism, calling into question the utility of the simulation as a teaching tool. Using thirteen iterations of the simulation we empirically…
Descriptors: International Relations, Political Science, Teaching Methods, Teamwork
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Barantes, Aureen Kate A.; Tamoria, Joseline R. – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2021
Science is regularly taught in ways that make the data unessential, theoretical, and disengaged from students' experiences. Although most students do anticipate to learn science, they regularly see it as being presented in uninteresting ways. This study aimed to determine the effectiveness of using LARO (Learners Active Response to Operant)…
Descriptors: Science Instruction, Science Activities, Biology, Instructional Effectiveness
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Brooks, Collin; McMullen, Jaimie – Strategies: A Journal for Physical and Sport Educators, 2021
The aim of this paper is to provide strategies for coaches to improve their ability to implement goal setting practices with groups or teams. First, an overview of effective goal setting practices is provided. Next, a three-step goal setting system is introduced to assist when setting goals with teams. Concrete examples from a variety of different…
Descriptors: Goal Orientation, Physical Education, Learner Engagement, Game Based Learning
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Perasso, Giulia; Carone, Nicola; Barone, Lavinia – European Journal of Developmental Psychology, 2021
The present study investigated the antecedents of cyberbullying victimization and addressed the commonalities and differences between visual and written forms of cyberbullying victimization among 3172 Italian adolescents (51.6% male, M[subscript age] = 13.74 years, SD = 1.70) who participated in the Health Behaviour in School-Aged Children (HBSC,…
Descriptors: Bullying, Computer Mediated Communication, Foreign Countries, Adolescents
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Clark, Renee; Spisso, Abra; Ketchman, Kevin J.; Landis, Amy E.; Parrish, Kristen; Mohammadiziazi, Rezvan; Bilec, Melissa M. – Journal of Civil Engineering Education, 2021
Recruitment, retention, and preparation of students in science, technology, engineering, and math (STEM) fields are critical to meeting the global challenges of the 21st century. Gamification--game playing concepts used in another activity--has been postulated as an active teaching strategy that engages students, encourages a sense of community,…
Descriptors: Gamification, Educational Games, Game Based Learning, STEM Education
Farber, Matthew – Peter Lang Publishing Group, 2021
Games enable children to practice emotions in spaces that are free from actualized consequences. With thoughtful guidance, games can help children manage emotions, perspective-take, demonstrate empathic concern, and exhibit prosocial behaviors. Emerging research suggests that these competencies--also known as social and emotional learning (SEL)…
Descriptors: Game Based Learning, Games, Play, Children
Lance P. Rhodes – ProQuest LLC, 2021
The purpose of this quantitative, quasi-experimental study was to assess differences between US K-12 teachers who participated in digital game-based learning (DGBL) and those who participated in digital learning (DL), in terms of pre-/posttest gains in computational thinking (CT) and pre-/posttest changes in perceived usefulness (PU) and perceived…
Descriptors: Game Based Learning, Educational Games, Mental Computation, Thinking Skills
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van Tiel, Bob; Deliens, Gaétane; Geelhand, Philippine; Murillo Oosterwijk, Anke; Kissine, Mikhail – Journal of Autism and Developmental Disorders, 2021
Autism Spectrum Disorder (ASD) is often associated with impaired perspective-taking skills. Deception is an important indicator of perspective-taking, and therefore may be thought to pose difficulties to people with ASD (e.g., Baron-Cohen in J Child Psychol Psychiatry 3:1141-1155, 1992). To test this hypothesis, we asked participants with and…
Descriptors: Deception, Identification, Adults, Autism
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Pearl, Dennis K.; Lesser, Lawrence M. – Teaching Statistics: An International Journal for Teachers, 2021
Jokes, cartoons, songs, poems, and games can be useful ways to engage students in discussion and learning key concepts about regression.
Descriptors: Statistics Education, Teaching Methods, Regression (Statistics), Humor
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Therriault, Claire S.; Kantorowski, Eric J. – Journal of Chemical Education, 2021
The educational game "Make or Take" is designed to approach the notoriously challenging topic of organic synthesis in an entertaining and engaging way. In this unique, two-part game, teams of students are given identical lists of several synthetic transformations, each requiring multiple steps to complete. During the first part of the…
Descriptors: Active Learning, Game Based Learning, Organic Chemistry, Cooperative Learning
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