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Ryu, Dongwan; Jeong, Jiwon – Journal of Educational Computing Research, 2019
With the help of digital media and networking technologies, today's learners are increasingly participating in the consuming, producing, and disseminating of new meanings in various modes such as text, image, sound, video, or all together--particularly in online communities--forming new identities as knowledge producers. By using online…
Descriptors: Electronic Learning, Ethnography, Video Games, Play
Coskun, Zeynep Nesrin; Adiguzel, Tufan; Çatak, Guven – World Journal on Educational Technology: Current Issues, 2019
The aim of the study was to validate a prototype of a game-based educational tool for improving auscultation skills. The tool was presented to 12 medical school students studying at a foundation university. The data collection tools of the study were: Cardiac sound identification form, educational tool evaluation form and auscultation survey form.…
Descriptors: Teaching Methods, Educational Games, Game Based Learning, Educational Technology
Arnab, Sylvester; Clarke, Samantha; Morini, Luca – Electronic Journal of e-Learning, 2019
This article discusses the application of game design thinking as a learning process for scaffolding co-creativity in Higher Education based on the GameChangers initiative (gamify.org.uk) part-funded by the Higher Education Funding Council of England (HEFCE). Taking into account the relationship between play, technology and learning, the game…
Descriptors: Creativity, Video Games, Design, Teaching Methods
Chartofili, Anna; Fokides, Emmanuel – Open Journal for Educational Research, 2019
The study presents the preliminary results of a project having as an overall objective to examine whether digital games have an impact on teenagers' cultural identity formation. Having completed the first stage, the results regarding digital games' impact on knowledge about local history are reported. Thirty high-school students from the island of…
Descriptors: Local History, Game Based Learning, Computer Games, High School Students
Mohd Radzi, Shanizan Herman; Tan, Wee Hoe; Yusoff, Amri – Malaysian Journal of Learning and Instruction, 2019
Purpose: This study examines the effects of a simulation board game for teaching and learning shipping management in higher education. A framework of comprehensive shipping operations is developed according to the syllabus of the Shipping Management course at Universiti Utara Malaysia. The course core content in the game covers two main…
Descriptors: Educational Games, Computer Games, Computer Simulation, Marine Education
Holbert, Nathan; Wilensky, Uri – Journal of the Learning Sciences, 2019
In this article we propose that educational game design should work to create games as objects-to-think-with--games that engage players in the exploration of and experimentation with personally interesting questions around domain-relevant representations. We argue that this design focuses on developing tools and interactions that the player can…
Descriptors: Instructional Design, Educational Games, Video Games, Discovery Learning
McNamara, Jennifer; Bent, Margaret; Grace, Paul – Journal of Applied Testing Technology, 2019
Certification is often viewed to promote lifelong professional development. Industry accreditation agencies include standards for the Maintenance of Certification (MOC) that emphasize the measurement or promotion of continued competency throughout an individual's professional career. In 2013, NBCOT partnered with BreakAway Games to create the…
Descriptors: Computer Simulation, Game Based Learning, Certification, Mandatory Continuing Education
Hosseini, Hadi; Hartt, Maxwell; Mostafapour, Mehrnaz – ACM Transactions on Computing Education, 2019
Game-based learning has received significant attention in educational pedagogy as an effective way of increasing student motivation and engagement. The majority of the work in this area has been focused on digital games or games involving technology. We focus on the use of traditional game design in improving student engagement and perception of…
Descriptors: Game Based Learning, Computer Science Education, Learner Engagement, Higher Education
Wang, Huabing – Research in Higher Education Journal, 2018
This article presents a teaching exercise using real-time trading platform in an online international finance course with both finance and non-finance majors. The authors discuss their approach to accommodate to the on-line environment with the emphasis on preparation and flexibility, and present a statistical comparison of performance between…
Descriptors: Heterogeneous Grouping, Computer Games, Teaching Methods, International Trade
Atalay, Ahmet; Topuz, Arif Cem – Universal Journal of Educational Research, 2018
In this study, the aim is to examine the most popular eSport applications at a global scale. In this context, the App Store and Google Play Store application platforms which have the highest number of users at a global scale were focused on. For this reason, the eSport applications included in these two platforms constituted the sampling of the…
Descriptors: Telecommunications, Handheld Devices, Athletics, Qualitative Research
Blignaut, Seugnet; Ravyse, Werner S. – Journal of Educational Multimedia and Hypermedia, 2018
The authors systematically searched the internet for information on African Digital Games (ADGs). They then applied a lens of serious games where they defined serious games created to have an impact on the target audience, which is beyond the pure entertainment aspect. They found a wide variety of ADGs and grouped them according to two broad main…
Descriptors: Foreign Countries, Video Games, Internet, Cultural Influences
Bolstad, Rachel – set: Research Information for Teachers, 2018
The Games for Learning project set out to explore game-based learning (GBL) practices in New Zealand classrooms and build a connected community of research and practice. Our research suggests there is a mixture of curiosity, enthusiasm, and uncertainty in the sector about where games "fit" into learning. I outline some of the theoretical…
Descriptors: Foreign Countries, Educational Games, Game Based Learning, Teaching Methods
Luke Erickson – ProQuest LLC, 2018
The purpose of this study was to explore the educational outcomes of four different methods of instruction: a traditional slideshow control group, and an educational video game played either individually, competitively in small groups, or cooperatively in small groups. The instructional tool of interest was an educational video game designed to…
Descriptors: Teaching Methods, Visual Aids, Video Games, Competition
Egan, John D.; Banter, John N.; Sorgen, Carl H. – Journal of Leadership Education, 2021
This study examined escape rooms as a teaching strategy for developing four leadership competencies associated with communication. The results indicate that escape rooms are an effective teaching strategy for communication competency development in leadership education. One hundred and five participants engaged in an escape room experience…
Descriptors: Game Based Learning, Teaching Methods, Leadership Training, Competence
Howard, Frances – Education Sciences, 2021
Creative pedagogies within youth work practice are well established. Practitioners working with young people are often called upon to utilise their own personal and professional 'toolboxes', as a way of supporting 'Creative Arts Youth Work'. However, within Higher Education (HE), creative methods for teaching and learning within the university…
Descriptors: Creative Teaching, Teaching Methods, Film Production, Music

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