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Brom, Cyril; Šisler, Vít; Slussareff, Michaela; Selmbacherová, Tereza; Hlávka, Zdenek – International Journal of Computer-Supported Collaborative Learning, 2016
Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between…
Descriptors: Role Playing, Computer Games, Educational Games, Comparative Analysis
Middaugh, Ellen – Democracy & Education, 2016
This response considers the role of video games in promoting the social and emotional aspects of civic education and engagement. Specifically, it discusses how design choices in iCivics and video games generally may impact students' emotional responses to issues and other people, sense of internal efficacy, and social connectedness. [For "The…
Descriptors: Video Games, Educational Games, Civics, Citizenship Education
Ding, Lu; Kim, ChanMin; Orey, Michael – Technology, Pedagogy and Education, 2020
This article proposes a gamification approach that aims to motivate students in online discussions. While some efforts have been made in gamification for teaching and learning, insufficient attention has been paid to gamification grounded in "both" theories and evidence from empirical studies. After identifying five motivational needs of…
Descriptors: Asynchronous Communication, Computer Mediated Communication, Online Courses, Student Motivation
Papamitsiou, Zacharoula; Economides, Anastasios A. – IEEE Transactions on Learning Technologies, 2020
Recommending educational resources to groups of students is a common task in collaborative learning contexts. However, differences in within-group motivational factors might lead to conflicts in students' intention to use the resources. Previous methods fail to achieve high goodness of recommendation for the majority of students in heterogeneous…
Descriptors: Student Motivation, Cooperative Learning, Game Theory, Educational Resources
Hunt-Gómez, Coral I.; Moreno-Fernández, Olga; Moreno-Crespo, Pilar; Ferreras-Listán, Mario – Journal of University Teaching and Learning Practice, 2020
Fast and easy Internet and knowledge access by just a click are some of the characteristics of the twenty first century. This means that this knowledge has been acquired fast and superficially. Thus, discernment turns into something ephemeral, because there is not a profound examination of the aspects dealt with. This is caused by the enormous…
Descriptors: Teaching Methods, Females, Student Attitudes, Learner Engagement
Moore, Leigh; Campbell, Narelle – Student Success, 2020
This practice report describes how escape rooms have been used by one Australian university to successfully engage with high-school students who reside in areas of relative socio-educational disadvantage. We discuss how the escape room approach aligns with Lizzio's "Five Senses of Success" and offer recommendations for further use and…
Descriptors: High School Students, Games, Educationally Disadvantaged, Economically Disadvantaged
Belova, Nadja; Zowada, Christian – Education Sciences, 2020
In recent years, serious games and game-based learning have received growing attention in educational contexts in general and science teaching and learning. They play an especially prominent role in higher education, where they are used to promote content knowledge as well as higher order cognitive skills and competencies such as communication,…
Descriptors: Educational Innovation, Game Based Learning, Higher Education, Misconceptions
Yasar, Hüseyin; Kiyici, Mübin; Karatas, Abuzer – Participatory Educational Research, 2020
In this research, it is aimed to determine the ideas of primary school teachers about the concept of gamification, the elements of gamification they use, the criteria they take into consideration while using the elements of gamification, the reasons for using them in gamification, the problems they face when using gamification and solutions to…
Descriptors: Teacher Attitudes, Elementary School Teachers, Adoption (Ideas), Educational Games
Alaswad, Suzan; Salman, Sinan – Advances in Engineering Education, 2020
Coordinating humanitarian supply chains can be challenging in terms of getting timely aid to those who need it. While operations in commercial supply chains have been well studied, research studies that address coordination in humanitarian supply chains are still lacking. Unlike commercial supply chains, humanitarian supply chains focus on…
Descriptors: Supply and Demand, Information Management, Natural Disasters, Pandemics
Buffington, Larah; Rosengrant, David – Physics Teacher, 2020
My first year teaching physical science I (LB) had a young man whom we shall call John in class. He had been sitting silently, doing nothing most of the first quarter of school. I had seen little in the way of written work from him. John's daily grades were continually zero after zero and his assessment grades were equally abysmal. Calls to mom…
Descriptors: Science Instruction, Teaching Methods, Individualized Instruction, Students with Disabilities
de la Torre, R.; Berbegal-Mirabent, J. – Innovations in Education and Teaching International, 2020
This study describes an intervention carried out in the course on Statistics within the Bachelors' Degree in Business Administration, and Marketing and Digital Communication. Prior to it, problems related to attention in class and low motivation were identified. A game-based activity was designed aiming at boosting students' attention and…
Descriptors: Game Based Learning, Student Empowerment, Student Motivation, Undergraduate Students
Bekir, Seyhan; Celik, Eyüp – Malaysian Online Journal of Educational Technology, 2020
The aim of this study is to examine online game addiction level among university students in terms of emotional schemas, agentic personality, and various variables (i.e. gender, type of game played, and accommodation). The sample group consists of 380 university students studying in Izmir province and playing online games during the school year of…
Descriptors: Addictive Behavior, Computer Games, College Students, Personality Traits
Stewart, Patrick A.; Terrell, Elaine; Kareev, Alex M.; Ellison, Blake Tylar; Urteaga, Charini I. – Journal of Political Science Education, 2020
This article considers the development of an ongoing team-based project to incorporate a game into an online American National Government class. We start by suggesting that play, and the games that provide for play to occur, is the most natural way for individuals to learn. Technologies offered by online education provide the opportunity to…
Descriptors: Electronic Learning, United States Government (Course), Educational Games, Integrated Learning Systems
Tang, Zhongqing – English Language Teaching, 2020
Vocabulary acquisition, after being neglected for centuries, aroused people's attention from the second half of last century. At that time, people began to realize, instead of grammar, vocabulary occupies the central role in language acquisition (Gass & Selinker, 1994). Compared with intentional vocabulary acquisition, incidental vocabulary…
Descriptors: Incidental Learning, Vocabulary Development, Linguistic Input, Educational Research
Alhajaji, Banan Hassan; Algmadi, Jalila Saleh; Metwally, Amal Abdelsattar – International Journal of Higher Education, 2020
Vocabulary is an essential element of language learning. Wide ranges of vocabulary along with grammatical competence guarantee learners to communicate in the language effectively. This study proposes an edutainment method for learning vocabulary by simply combining education and entertainment. This study aims to gain insights about learners'…
Descriptors: Teaching Methods, Vocabulary Development, English (Second Language), Second Language Instruction

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