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Ibrahim, Hatim – Education and Information Technologies, 2020
The goal of the current research to identify the effectiveness of the use of the strategy of electronic defects in the development of the educational techniques of the students of the middle level in Dammam city and the direction towards it, the descriptive and semi-experimental curriculum was used, for their content for research purposes, and has…
Descriptors: Foreign Countries, Middle School Students, Game Based Learning, Instructional Effectiveness
Sezgin, Sezan – Turkish Online Journal of Distance Education, 2020
This systematic review investigates two foci: identifying the ongoing status of smart personal digital assistants in educational contexts and the possible relationship between smart personal digital assistants and gamification elements. This relationship is expressed in almost two new figurative terms, namely, robo-sapiens and robo-ludens and the…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
A Collaborative, User-Based Approach to Developing Science-Communication Resources Using 'Minecraft'
Hobbs, Laura; Holyman, Sam; Payne, M.; Ricketts, Yasmin; Stevens, Carly – School Science Review, 2020
Science Hunters is a UK outreach project that uses "Minecraft" (a computer game that allows children to build with a wide range of blocks) to engage children with science. Sessions are based on a range of science topics and include practical activities. A new topic, on bioluminescence, was designed in collaboration with staff and…
Descriptors: Cooperative Learning, Computer Games, Science Activities, Elementary School Science
Simpson, Jessica N.; Hopkins, Stephanie; Eakle, Christopher D.; Rose, Chad A. – Beyond Behavior, 2020
An increasing number of students with emotional and behavioral disorders are being served in general education environments. This article provides general and special education teachers with step-by-step instructions in three classroom management strategies that, when implemented well, can increase academic engagement and reduce challenging…
Descriptors: Behavior Modification, Behavior Problems, Student Behavior, Emotional Disturbances
Patton, Ryan; Sweeny, Robert W.; Shin, Ryan; Lu, Lilly – Studies in Art Education: A Journal of Issues and Research in Art Education, 2020
In this article, art education researchers from four universities share a multisite research project dealing with teaching digital game design to preservice art educators. The research project was initially designed in response to recent trends to develop 21st-century skills in education, digital media, and art/design education, as advocated by…
Descriptors: Preservice Teachers, Art Teachers, Design, Video Games
Flint, Jenny; Morris, Madison; Nguyen, An Thi; Keglovits, Marian; Somerville, Emily Kling; Hu, Yi-Ling; Stark, Susan L. – American Journal of Health Education, 2020
Background: Fall prevention education can increase knowledge of fall risks and promote behavior changes to help reduce the incidence of falls among older adults. Fall Prevention Bingo (FPB) was created as an engaging tool to deliver fall prevention education to older adults. Purpose: To evaluate the effects of FPB on older adults' knowledge of…
Descriptors: Health Promotion, Knowledge Level, Risk Management, Readiness
Lorenzo-Alvarez, Rocio; Rudolphi-Solero, Teodoro; Ruiz-Gomez, Miguel J.; Sendra-Portero, Francisco – Anatomical Sciences Education, 2020
Game-based learning can have a positive impact on medical education, and virtual worlds have great potential for supporting immersive online games. It is necessary to reinforce current medical students' knowledge about radiological anatomy and radiological signs. To meet this need, the objectives of this study were: to design a competition-based…
Descriptors: Game Based Learning, Simulated Environment, Virtual Classrooms, Medical Education
Wardak, Dewa – Designs for Learning, 2020
The aim of this study is to contribute to a better understanding of the nuances of multimodal communication through which educational designers construct shared meanings and ideas. Educational design is a broad and multi-faceted area. Meaning-making in face-to-face educational design meetings is a complex process but is yet to gain attention as a…
Descriptors: Instructional Design, Verbal Communication, Nonverbal Communication, Meetings
Ravndal, Stian; Johansen, Ørjan Zazzera; Hammeraas, Gunhild – Journal of Museum Education, 2020
In the interactive game Battle developed by the Garborg Center, a literary museum in Norway, the players face an engaging political case: a fictive nation is considering changing its own unique official language to English. Four interest groups debate the language situation, from different standpoints. Identity, culture, and democracy are all in…
Descriptors: Foreign Countries, English (Second Language), Official Languages, Cultural Background
Schrader, Peter G.; Carroll, Mark C.; McCreery, Michael P.; Head, Danielle L. – Journal of Educational Computing Research, 2020
Researchers have called for additional empirical studies associated with video games. However, every game is novel in terms of mechanics, content, context, and agency; known variables may be operationalized differently based on the game involved. It is incumbent upon researchers to leverage or create the best tools when extracting data from games.…
Descriptors: Man Machine Systems, Social Media, Computer Games, Discussion Groups
Roure, Cédric; Pasco, Denis; Benoît, Nicolas; Deldicque, Louise – Research Quarterly for Exercise and Sport, 2020
Purpose: Despite the benefits of commercial exergames, in the practical application, players might not be spending sufficient time in physical activity levels compatible with health outcomes. We adopted a design-based exergame approach to build a bike exergame called Greedy Rabbit. The purpose of this study was to identify the impact of Greedy…
Descriptors: Exercise, Physical Activity Level, Young Adults, Undergraduate Students
Walker, Erica; DesJardins, John; Przestrzelski, Bre – Advances in Engineering Education, 2020
Historically, classroom content delivery has relied on lecture, but recently there has been a call for educators to use active learning to promote student engagement and a deeper understanding of the material (Bonwell and Eison 1991; Erickson 1984; Cross 1987; Prince 2004; Bodnar and Clark 2014). According to Prince (2004) active learning is any…
Descriptors: Game Based Learning, Educational Change, Active Learning, 21st Century Skills
Veldkamp, Alice; Daemen, Joke; Teekens, Stijn; Koelewijn, Stefan; Knippels, Marie-Christine P. J.; van Joolingen, Wouter R. – British Journal of Educational Technology, 2020
In this paper, we present an escape box as a means to introduce the escape room concept into classrooms. Recreational escape rooms have inspired teachers all over the world to adapt the popular entertainment activity for education. Escape rooms are problem-based and time-constrained, requiring active and collaborative participants, a setting that…
Descriptors: Teaching Methods, Recreational Activities, Problem Based Learning, Time Management
Rodriguez, Sarah B. – Learning and Teaching: The International Journal of Higher Education in the Social Sciences, 2020
Global health programmes have become quite popular within universities in the United States. But despite the growth in undergraduate programming in global health, the training of American undergraduates to ensure they engage ethically when conducting research in a low- or middle-income country has not followed. I teach a course in global bioethics…
Descriptors: Game Based Learning, Undergraduate Students, Health Education, Ethical Instruction
Buil, Isabel; Catalán, Sara; Martínez, Eva – British Journal of Educational Technology, 2020
This research draws on the self-system model of motivational development to explain how the use of business simulation games in class facilitates students' engagement and enhances their learning. Based on a survey of 360 undergraduate students who played a business simulation game in a marketing course, the findings show that students' perceptions…
Descriptors: Undergraduate Students, Business Administration Education, Educational Games, Simulation

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