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Jiménez, Osvaldo – Theory Into Practice, 2015
With games captivating the minds of many children in the United States, educators may be interested in trying to introduce games into their classrooms. This article offers educators insights into how to understand and incorporate games that are inherently social, promoting effective discourse in their classrooms. Although educational games and…
Descriptors: Educational Games, Classroom Techniques, Group Discussion, Play
Frydenberg, Mark – International Association for Development of the Information Society, 2015
Teaching students to create computer games has become a common practice in both K-12 and tertiary education to introducing programming concepts, increasing student engagement, and recruiting majors and minors in technology fields. This study describes a project where first-year college students in an introductory technology concepts course use a…
Descriptors: Computer Games, Computer Science Education, Programming, Introductory Courses
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Fahim, Mansoor; Parsazadeh, Hossein – Policy Futures in Education, 2015
This study seeks to introduce a new lens through which applied linguistics might be better conceived of. Importantly enough, this lens has already found itself in a good many disciplines, but it can hardly ever be seen in language teaching. To this end, this paper has taken a stance akin to that of Larsen-Freeman, when for the first time…
Descriptors: Applied Linguistics, Second Language Learning, Social Problems, Game Theory
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Hendrix, Maurice; Backlund, Per; Vampula, Boris – International Journal of Game-Based Learning, 2014
The potential of Computer Games for non-entertainment purposes, such as education, is well established. A wide variety of games have been developed for the educational market, covering subjects such as mathematics and languages. However, while a growing industry developing educational games exist, the practical uptake in schools is not as high as…
Descriptors: Computer Games, Educational Games, Foreign Countries, Evaluation Methods
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Pill, Shane – Journal of Physical Education, Recreation & Dance, 2014
What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning needs and…
Descriptors: Foreign Countries, Games, Computer Games, Design
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Senkbeil, Karsten; Martin, Gillian; O'Rourke, Breffni – Research-publishing.net, 2022
This paper discusses the potential of immersing foreign language learners in Social Virtual Reality (SVR) in an international seminar, designed by the authors, called SpEakWise VR, combining the tandem language learning paradigm with gamification in immersive virtual environments. SpEakWise VR builds on an existing telecollaboration (SpEakWise)…
Descriptors: German, English (Second Language), Second Language Learning, Second Language Instruction
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Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S. – Review of Educational Research, 2016
In this meta-analysis, we systematically reviewed research on digital games and learning for K-16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust…
Descriptors: Educational Games, Computer Games, Meta Analysis, Multiple Regression Analysis
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Mostowfi, Sara; Mamaghani, Nasser Koleini; Khorramar, Mehdi – International Journal of Environmental and Science Education, 2016
Due to a progressive deterioration of our planet and its resources, environmental education has become important and children are required to understand environmental issues at an early ages. So, they can cultivate the positive changes in the future. Over the past decade, many new evaluation methods have developed for evaluating user experience…
Descriptors: Instructional Design, Play, Educational Games, Elementary School Students
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An, Yun-Jo – Educational Technology Research and Development, 2016
Only a limited number of research studies have investigated how students design educational computer games and its impact on student learning. In addition, most studies on educational game design by students were conducted in the areas of mathematics and science. Using the qualitative case study approach, this study explored how seventh graders…
Descriptors: Case Studies, Educational Games, Computer Games, Design
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Bassok, Daphna; Finch, Jenna E.; Lee, RaeHyuck; Reardon, Sean F.; Waldfogel, Jane – AERA Open, 2016
This study compares the early life experiences of kindergarteners in 1998 and 2010 using two nationally representative data sets. We find that (a) young children in the later period are exposed to more books and reading in the home, (b) they have more access to educational games on computers, and (c) they engage with their parents more, inside and…
Descriptors: Early Childhood Education, Kindergarten, Preschool Children, Experience
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Grimshaw, Jennica; Cardoso, Walcir; Waddington, David – Research-publishing.net, 2016
This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote…
Descriptors: Second Language Instruction, Teaching Methods, Computer Assisted Instruction, Computer Games
Lee, Sungwoong – ProQuest LLC, 2016
Reports and surveys by the U.S. government and international organizations have repeatedly acknowledged the achievement problem in math in K-12 regardless of various efforts (e.g., by the U.S. Department of Education) to diminish it. To address the problem in math achievement in K-12, teachers, scholars, and the U.S. government have developed…
Descriptors: Mathematics Achievement, Elementary Secondary Education, Intervention, Video Games
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Gauthier, Andrea; Jenkinson, Jodie – International Journal of Game-Based Learning, 2017
We designed a serious game, MolWorlds, to facilitate conceptual change about molecular emergence by using game mechanics (resource management, immersed 3rd person character, sequential level progression, and 3-star scoring system) to encourage cycles of productive negativity. We tested the value-added effect of game design by comparing and…
Descriptors: Molecular Biology, Randomized Controlled Trials, College Science, Undergraduate Students
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Sharp, Lara – Teaching Science, 2017
The computer game sensation "Minecraft" has become a mainstay amongst school students of all ages. Anecdotally, at Geoscience Australia, we have observed that "Minecrafters" often draw comparisons between their Minecraft experiences and the real world. For some students, the line between reality and fantasy is blurred. At the…
Descriptors: Science Instruction, Foreign Countries, Geology, Teaching Methods
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Shanklin, Stephen B.; Ehlen, Craig R. – American Journal of Business Education, 2017
This paper extends the use of the Monopoly® board game as an economic simulation exercise designed to reinforce an understanding of how the accounting cycle impacts the financial statements used to evaluate management performance. This extension adds elements of debt not previously utilized to allow for an introduction of the fundamentals of ratio…
Descriptors: Games, Teaching Methods, Simulation, Accounting
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