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Gustavo G. Brigante; Carl T. Woods – Sport, Education and Society, 2025
This paper explores the relation between thinking and making in the context of chess. Historically, this relation has been examined through an intellectualist tradition, which reduces chess to a series of calculations, connected up and isolated to the mind of a master. Here, we speak to this tradition through the voice of a theorist, and suggest…
Descriptors: Games, Cognitive Processes, Responses, Attention
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Jess Uhre Rahbek – American Journal of Play, 2025
The author introduces the playful-tension model, a new theoretical concept, to harmonize the gap in play design between general play theory and its actual use in designing playthings. By synthesizing a broad selection of general play theory into a single theoretical concept, the playful-tension model accentuates the delicate interplay of what he…
Descriptors: Play, Theory Practice Relationship, Models, Design
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Ersen, Zeynep Bahar; Ergül, Ebru – International Journal of Contemporary Educational Research, 2022
Teaching mathematics through games is one of the most preferred methods in mathematics education today, just as it was in the past. For this reason, studies discussing the concepts of mathematics education and games are proceeding with increasing momentum. In this study, research studies conducted between 2017-2021 on games and mathematics…
Descriptors: Game Based Learning, Mathematics Education, Literature Reviews, Mathematics Instruction
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DeArmond, Marc C.; Shelton, Brett E.; Hsu, Yu-Chang – International Journal of Game-Based Learning, 2022
While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Educational Technology
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Bado, Niamboue – Interactive Learning Environments, 2022
The present study sought to elicit insights into pedagogical practices pertaining to the integration of digital games into teaching and learning. A review of peer-reviewed journal articles published in English over the past 10 years uncovered common pedagogical themes that were categorized into a pre-game, game, and post-game taxonomy. The…
Descriptors: Game Based Learning, Educational Games, Learning Activities, Classroom Techniques
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Hayoung Jeon; Yumi Jun; Teemu H. Laine; Eunha Kim – Education and Information Technologies, 2024
Empathy is an essential human skill that can be divided into two types: (1) cognitive empathy, which is the capacity of understanding others' thoughts and emotions; and (2) affective empathy, which is the capacity to feel others' emotional states. Many educational contents exist for both types, and immersive virtual reality (VR) has been shown to…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Computer Games
Stephanie Jeanelle Kinzinger – ProQuest LLC, 2024
This dissertation examines the possibilities and anxieties that attend a notion haunting Western thought since at least Kant--that reality itself is a revisable construct, a kind of collective game with social and physical rules that simultaneously delimit and solicit radical interactivity. Investigating experiments in the gamification of reality…
Descriptors: Philosophy, Phenomenology, Experience, Games
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Leah F. Rosenbaum – Educational Technology Research and Development, 2024
Research on the educational value of play tends to focus on active players, especially when evaluating novel interaction technologies. However, a long history of scholarship underscores observing communal practice as a primary means of enculturation and learning. This paper demonstrates learning opportunities available within a range of…
Descriptors: Play, Game Based Learning, Educational Games, Geometry
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Kevin R. Glover; Alec Bodzin – Career and Technical Education Research, 2024
Little is known about the motivational factors or design features that might lead female career and technical education (CTE) health sciences students to persist in self-regulated engagement to win state achievement in serious simulation games (SSGs). In this study, 12th grade female CTE health sciences students played a 3-Level hand hygiene SSG…
Descriptors: Grade 12, Females, Vocational Education, Health Sciences
Noreen Dunnett – Routledge Research in Education, 2024
This book challenges common understandings of boredom and disengagement in classrooms, taking a relational approach to boredom which looks beyond the usual distinctions between in-school and out-of-school practices. The book explores how a sociomaterial perspective can provide an alternative analysis of boredom as performative, and as a phenomenon…
Descriptors: Foreign Countries, Secondary Schools, Secondary School Students, Game Based Learning
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Slade Goldman; Katie A. Coscia; Lauren A. Genova – Journal of Chemical Education, 2024
Electron configuration provides insight into the chemical behaviors of elements and is an important concept for students to master in introductory chemistry. To better strengthen undergraduate students' mastery of electron configurations of atoms and ions, we designed a novel, interactive chemistry game called ChemisTree that uses active-learning…
Descriptors: Educational Games, Chemistry, Science Education, Scientific Concepts
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Manuela Cantoia; Andrew Clegg; Andrea Tinterri – Computers in the Schools, 2024
Game-based learning (GBL) provides direct experience, reflection, and self-assessment opportunities. To support their knowledge and expertise on GBL, a group of Italian teachers volunteered in a four-month, free-access online training on GBL characteristics and GBL design to take games in school during the pandemic. Before the training, teachers…
Descriptors: Foreign Countries, Game Based Learning, Educational Games, Faculty Development
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LaToyia R. Stewart – Journal of Research Initiatives, 2024
Attention deficient hyperactivity disorder (ADHD) is the most common childhood neurodevelopment disorder, and severe digital game use has recently shown significant promise in this psychotherapeutic area. Digital serious games have also been used as an innovative teaching and learning approach. This study aimed to explore middle school teachers'…
Descriptors: Teacher Attitudes, Attention Deficit Hyperactivity Disorder, Educational Games, Educational Innovation
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Sivrikaya, Tugba; Çetin, Müzeyyen Eldeniz – Journal of Learning and Teaching in Digital Age, 2023
This study aims to examine the digital game addiction levels of adolescent mainstreaming students in terms of various variables. 157 adolescent mainstreaming students between the ages of 12-18 who attend secondary school, Anatolian High School, Vocational and Technical Anatolian High School, and Vocational Education Center in Düzce province…
Descriptors: Computer Games, Video Games, Addictive Behavior, High School Students
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Scruggs, Richard; Baker, Ryan S.; Pavlik, Philip I., Jr.; McLaren, Bruce M.; Liu, Ziyang – Educational Technology Research and Development, 2023
Despite considerable advances in knowledge tracing algorithms, educational technologies that use this technology typically continue to use older algorithms, such as Bayesian Knowledge Tracing. One key reason for this is that contemporary knowledge tracing algorithms primarily infer next-problem correctness in the learning system, but do not…
Descriptors: Algorithms, Prediction, Knowledge Level, Video Games
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