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Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami – Interactive Technology and Smart Education, 2016
Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…
Descriptors: Simulated Environment, Educational Games, Emergency Programs, Computer Simulation
Harvey, Stephen; Smith, Megan L.; Song, Yang; Robertson, David; Brown, Renee; Smith, Lindsey R. – Journal of Teaching in Physical Education, 2016
The Tactical Games Model (TGM) prefaces the cognitive components of physical education (PE), which has implications for physical activity (PA) accumulation. PA recommendations suggest students reach 50% moderate-vigorous physical activity (MVPA). However, this criterion does not indicate the contribution from vigorous physical activity (VPA).…
Descriptors: Physical Education, Teaching Methods, Educational Games, Physical Activities
Tucker-Raymond, Eli; Lewis, Naama; Moses, Maisha; Milner, Chad – Journal of Science Education and Technology, 2016
Access to science, technology, engineering, and mathematics fields serves as a key entry point to economic mobility and civic enfranchisement. Such access must take seriously the intellectual power of the knowledge and practices of non-dominant youth. In our case, this has meant to shift epistemic authority in mathematics from academic…
Descriptors: Peer Teaching, Mathematics, Mathematics Instruction, Mathematics Education
Ebbs, Morgan – CEA Forum, 2016
In the spring semester of 2015, Morgan Ebbs made the bold decision to take a class called "The Rhetoric of Gaming." Having only really played games during childhood, Ebbs now thinks that choice was a bit naive. He is not ashamed to admit that he was the definition of what some like to refer to as "casual," "plebe," or…
Descriptors: College Students, Student Attitudes, Attitude Change, Games
Mariani, Ilaria; Gandolfi, Enrico – International Journal of Game-Based Learning, 2016
This study shows the results gathered from 141 subjects playing the persuasive urban game "A Hostile World" via a post-game-experience quantitative questionnaire. The aim is to problematize and deepen the role of negative emotions (e.g., frustration, rage)--explicitly fostered by "A Hostile World" to increase empathy toward…
Descriptors: Case Studies, Social Change, Questionnaires, Affective Behavior
Gibson, David; de Freitas, Sara – Technology, Knowledge and Learning, 2016
This article summarizes the methods, observations, challenges and implications for exploratory analysis drawn from two learning analytics research projects. The cases include an analysis of a games-based virtual performance assessment and an analysis of data from 52,000 students over a 5-year period at a large Australian university. The complex…
Descriptors: Foreign Countries, Educational Research, Data Collection, Data Analysis
Frydenberg, Mark – Information Systems Education Journal, 2016
Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…
Descriptors: Games, Design, Programming, Teaching Methods
Zarzycka-Piskorz, Ewa – Teaching English with Technology, 2016
Gamification is not a very new concept. It is the use of game elements and game design techniques in a non-game context. It is used in various contexts for various purposes. There is strong evidence that shows the relationship between game playing and increased motivation. More and more learning games emerge and bring a promise to help to learn a…
Descriptors: Educational Games, Student Motivation, Grammar, Teaching Methods
Larsen, Lasse Juel; Majgaard, Gunver – Designs for Learning, 2016
This article considers game design research in educational settings. Its focus is on how undergraduate students -- particularly engineering students -- learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space. It encapsulates the entire development process from…
Descriptors: Undergraduate Students, Engineering Education, Computer Games, Design
Lynch, Bob Ellsworth – ProQuest LLC, 2016
Games contribute to the whole-person, academic, and career development of college-aged individuals (Alderman, 2015). However, many higher-education institutions do not sponsor gaming as a collegiate extracurricular activity, thereby possibly eliminating the opportunity of an all-inclusive environment (Alderman, 2015). To elucidate the problem,…
Descriptors: College Students, Educational Games, Academic Achievement, Career Development
Catenazzi, Nadia; Sommaruga, Lorenzo; De Angelis, Kylene; Gabbianelli, Giulio – International Association for Development of the Information Society, 2016
Within the C95-Challenge Erasmus+ project, mobile learning technologies are adopted and tested for bus and truck drivers training according to the EU 2003/59/EC Directive. Different kinds of training contents are developed in the form of interactive slides, hyper-videos, interactive quizzes and delivered on mobile devices. Existing apps and games…
Descriptors: Electronic Learning, Driver Education, Computer Oriented Programs, Multimedia Instruction
Karenzi, Ben – Online Submission, 2016
Rwanda's vision for Early Childhood Development is presented in its national ECD Policy as well as its integrated ECD Strategic Plan of 2011. Since then, the ECD development is notable with curriculum reform and school infrastructure development. With the target to accelerate ECD enrolment by 2018 (1 preschool per village), it requires enormous…
Descriptors: Foreign Countries, Child Development, Early Childhood Education, Play
Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
van de Sande, Eva; Segers, Eliane; Verhoeven, Ludo – Early Education and Development, 2018
The current study used a dyadic and coconstructive approach to examine how to embed exercises that support executive functioning into early literacy instruction to empower its effects. Using a randomized controlled trial design with 100 children, we examined the effects of dyadic activities in which children scaffolded each other's learning and…
Descriptors: Kindergarten, Executive Function, Literacy Education, Emergent Literacy
Diogo, Ana Matias; Silva, Pedro; Viana, Joana – Issues in Educational Research, 2018
Children have increasing access, and at younger ages, to ICT. This results from state policy measures, or from families having progressively provided ICT access to their children, or both of these influences. As a critical approach to the impact of technology in the construction of social change, this paper seeks to understand how children's…
Descriptors: Information Technology, Social Differences, Laptop Computers, Qualitative Research

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