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Hiroyuki Mitsuhara; Takahide Sumikawa; Jun Miyashita; Kazuhisa Iwaka; Yasunori Kozuki – Interactive Technology and Smart Education, 2013
Purpose: Traditional evacuation drill is monotonous. Therefore, evacuation drill should be diversified to get more people interested in disaster prevention. Our idea is game-based evacuation drill using real world edutainment (RWE). This paper aims at clarifying how RWE-based evacuation drill is realized. Design/methodology/approach: RWE provides…
Descriptors: Emergency Programs, Game Based Learning, Drills (Practice), Educational Games
Satari, Farishta – ProQuest LLC, 2013
Communication is a goal-oriented activity where interlocutors use language as a means to achieve an end while taking into account the goals and plans of others. Game theory, being the scientific study of strategically interactive decision-making, provides the mathematical tools for modeling language use among rational decision makers. When we…
Descriptors: Communication Strategies, Language Usage, Game Theory, Interaction
Horstman, Theresa – ProQuest LLC, 2013
In the broadest scope, the purpose of this research is to expose the range and complexity of how educational games support learning. In a more narrowed scope, the purpose is to develop a method to help identify the qualities of educational video games that support learning. This is accomplished by analyzing the design of the game and the…
Descriptors: Educational Games, Student Educational Objectives, Play, Mathematics Education
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Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
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Gilliam, Melissa; Bouris, Alida; Hill, Brandon; Jagoda, Patrick – Journal of STEM Education: Innovations and Research, 2016
Alternate Reality Games (ARGs) are multiplayer role-playing games that use the real world as their primary platform and incorporate a range of media, including video, audio, email, mobile technologies, websites, live performance, and social networks. This paper describes the development, implementation, and player reception of "The…
Descriptors: STEM Education, Educational Games, Computer Games, Computer Simulation
Allen, Pamela; Withey, Paul; Lawton, Deb; Aquino, Carlos Tasso – Journal of Educational Technology, 2016
The aim of this study was to provide a reflection of current trends in higher education, identify some of the changes in student behavior, and potential identification of non-traditional classroom facilitation with the purpose of strengthening active learning and use of technology in the classroom. Non-traditional teaching is emerging in the form…
Descriptors: Andragogy, Teaching Methods, Nontraditional Students, Learner Engagement
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Lowien, Nathan – English in Australia, 2016
The past decade has seen videogames become an important facet in the economic and cultural tapestry of the 21st century. However, while the Australian Curriculum: English (ACE) advocates the teaching of multimodal texts (ACARA, 2016), videogames have been neglected within the curriculum. Nevertheless, such a significant aspect of popular 21st…
Descriptors: Semiotics, Values, Video Games, Foreign Countries
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Barata, Gabriel; Gama, Sandra; Jorge, Joaquim; Gonçalves, Daniel – IEEE Transactions on Learning Technologies, 2016
State of the art research shows that gamified learning can be used to engage students and help them perform better. However, most studies use a one-size-fits-all approach to gamification, where individual differences and needs are ignored. In a previous study, we identified four types of students attending a gamified college course, characterized…
Descriptors: Prediction, Performance, Profiles, Games
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Cheville, R. Alan – Higher Education: The International Journal of Higher Education Research, 2016
This paper explores science, technology, engineering, and mathematics education in the context of inequality of opportunity by examining educational systems through two lenses: curricular mode and system scale. Curricular mode classifies learning experiences as addressing knowing, acting, or being, while system scale captures how learning…
Descriptors: STEM Education, Equal Education, Learning Experience, Games
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Wang, J. H.; Chen, S. Y.; Chang, B.; Chan, T. W. – Journal of Computer Assisted Learning, 2016
Peer response is useful to improve student writing. However, traditional peer response takes a single mode, which has some problems, such as effort for preparation of documents or ambiguous feedback. To address these problems, this study presents two peer response approaches, that is, an integrative approach and a game-based integrative approach.…
Descriptors: Peer Evaluation, Feedback (Response), Writing Instruction, Writing Skills
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Dissanayake, Sahan T. M.; Jacobson, Sarah A. – Journal of Economic Education, 2016
Some policies try to maximize net benefits by targeting different individuals to participate. This is difficult when costs and benefits of participation vary independently, such as in land conservation. The authors share a classroom game that explores cases in which minimizing costs may not maximize benefits and vice versa. The game is a…
Descriptors: Economics Education, Cost Effectiveness, Public Policy, Educational Games
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Bereitschaft, Bradley – Journal of Geography, 2016
For millions of gamers and students alike, city building games (CBGs) like SimCity and the more recent Cities: Skylines present a compelling initial introduction to the world of urban planning and development. As such, these games have great potential to shape players' understanding and expectations of real urban patterns and processes. In this…
Descriptors: Computer Games, Teaching Methods, Urban Areas, Transportation
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Shakurova, Marina V. – International Journal of Environmental and Science Education, 2016
The article addresses the problem of defining and attributing pedagogic essence to the mechanisms of personality identity development. It is based on the general mechanism of social interaction. Its structure contains, on the one hand, pedagogic interaction, including the forms of pedagogic assistance and pedagogic support; on the other hand, it…
Descriptors: Personality, Self Concept, Teaching Methods, Reflection
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Ke, Fengfeng; Xie, Kui; Xie, Ying – British Journal of Educational Technology, 2016
The promise of using games for learning is that play- and learning-engagement would occur cohesively as a whole to compose a highly motivated learning experience. Yet the conceptualization of such an integrative process in the development of play-based learning engagement is lacking. In this analytical paper, we explored and conceptualized the…
Descriptors: Educational Games, Learner Engagement, Play, Theory Practice Relationship
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Leith, Alex P.; Ratan, Rabindra A.; Wohn, Donghee Yvette – Journal of Science Education and Technology, 2016
Given the diversity and complexity of education game mechanisms and topics, this article contributes to a theoretical understanding of how game mechanisms "map" to educational topics through inquiry-based learning. Namely, the article examines the presence of evolution through natural selection (ENS) in digital games. ENS is a…
Descriptors: Inquiry, Science Instruction, Video Games, Technology Uses in Education
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