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Bowling, Kristi G.; Miller, Leslie M.; Patel, Ruchita; Bass, Kristin M. – Electronic Journal of Science Education, 2017
"Virtual Clinical Trials" simulations were designed to highlight neuroscience research and reinforce experimental design through the recreation of published clinical trials. This paper reports the effectiveness of "Virtual Clinical Trials" simulations in improving knowledge of concepts related to the experimental design process…
Descriptors: Computer Simulation, Neurosciences, Knowledge Level, High School Students
Marques, Leonardo Brandão; das Graças de Souza, Deisy – International Journal of Game-Based Learning, 2013
Recent research has evaluated the motivational functions of educational games and its potential role for the teaching of reading skills. Educational games must maintain their educational function retaining clear definitions of the teaching objectives and instructional methods. Reading skills can be broken down into more basic behavioral units.…
Descriptors: Foreign Countries, Developing Nations, Educational Games, Preferences
Bressler, D. M.; Bodzin, A. M. – Journal of Computer Assisted Learning, 2013
Current studies have reported that secondary students are highly engaged while playing mobile augmented reality (AR) learning games. Some researchers have posited that players' engagement may indicate a flow experience, but no research results have confirmed this hypothesis with vision-based AR learning games. This study investigated factors…
Descriptors: Psychological Patterns, Affective Behavior, Learner Engagement, Secondary School Students
Barko, Tim; Sadler, Troy D. – American Biology Teacher, 2013
The educational video game Mission Biotech provides a virtual experience for students in learning biotechnology materials and tools. This study explores the use of Mission Biotech and the associated curriculum by three high school teachers and their students. All three classes demonstrated gains on a curriculum-aligned test of science content.…
Descriptors: Student Attitudes, Biotechnology, Video Games, Secondary School Teachers
Playability Guidelines for Educational Video Games: A Comprehensive and Integrated Literature Review
Ibrahim, Amer; Vela, Francisco Luis Gutiérrez; Rodríguez, Patricia Paderewski; Sánchez, José Luís González; Zea, Natalia Padilla – International Journal of Game-Based Learning, 2012
Learning through play is currently an effective and attractive educational strategy. However, are all educational video games (EVG) successful and do they always keep the player motivated? Here, the authors emphasize that the success of an EVG will be more achievable if the game quality is measured, and suggest the use of playability property as a…
Descriptors: Educational Games, Video Games, Guidelines, Play
Kerr, Deirdre; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
Though video games are commonly considered to hold great potential as learning environments, their effectiveness as a teaching tool has yet to be determined. One reason for this is that researchers often run into the problem of multicollinearity between prior knowledge, in-game performance, and posttest scores, thereby making the determination of…
Descriptors: Prior Learning, Video Games, Educational Games, Pretests Posttests
Buchanan, Kym; Elzen, Angela M. Vanden – Education Libraries, 2012
We believe video games have a place in libraries. We start by describing two provocative video games. Next, we offer a framework for the general mission of libraries, including access, motivation, and guidance. As a medium, video games have some distinguishing traits: they are visual, interactive, and based on simulations. We explain how these…
Descriptors: Libraries, Library Services, Video Games, Librarians
Milne, Catherine – Cultural Studies of Science Education, 2012
In this issue, I draw together two sets of papers, with apparently different agendas. Most of the original papers in this issue use various learning perspectives and research approaches to explore the challenges and affordances of digital games for learning science. Associated forum papers challenge the authors and us to critically examine our own…
Descriptors: Educational Games, Research Methodology, Play, Global Approach
Arnott, Luke – Bulletin of Science, Technology & Society, 2012
"Unraveling Braid" analyzes how unconventional, non-linear narrative fiction can help explain the ways in which video games signify. Specifically, this essay looks at the links between the semiotic features of Jonathan Blow's 2008 puzzle-platform video game Braid and similar elements in Georges Perec's 1978 novel "Life A User's Manual," as well as…
Descriptors: Psychological Patterns, Form Classes (Languages), Novels, Creative Writing
Ip, Barry – ACM Transactions on Computing Education, 2012
There have been growing criticisms in recent years among the computer and video games community on the apparent lack of graduates capable of meeting the industry's employment needs. Following the sharp rise in the number of computer and video games courses across higher education (HE) institutions in the UK and across the globe, this article…
Descriptors: Computer Games, Video Games, Computer Science Education, College Programs
Belot, Michele; Bhaskar, V.; van de Ven, Jeroen – Journal of Human Resources, 2012
We analyze discrimination against less attractive people on a TV game show with high stakes. The game has a rich structure that allows us to disentangle the relationship between attractiveness and the determinants of a player's earnings. Unattractive players perform no worse than attractive ones, and are equally cooperative in the prisoner's…
Descriptors: Foreign Countries, Television, Interpersonal Attraction, Games
Bilal Khaleel Younis – ProQuest LLC, 2012
The purpose of this study was to investigate the factors that might predict Palestinian teachers' success in modding games for instruction. An instructional game design model named Game Modding for Non-Professionals (GMNP) was created specifically for the training of Palestinian teachers during this study. This study addressed the question: To…
Descriptors: Foreign Countries, Instructional Design, Educational Games, Teacher Education
Vandewaetere, Mieke; Cornillie, Frederik; Clarebout, Geraldine; Desmet, Piet – International Journal of Higher Education, 2013
The use of educational games for teaching and training is nowadays well-known, although its effectiveness in terms of learning and motivation has not been firmly corroborated. A first reason for this is that research on instructional design research often does not reach the fields of game development and game design. Consequently, instructional…
Descriptors: Educational Games, Instructional Design, Educational Research, Instructional Effectiveness
Ayan, Sinan – Educational Research and Reviews, 2013
The Turkish educational system entered into the process of a compulsory 12 years of school education starting from the 2012-2013 academic year. In this process, the name of the physical education lesson has been changed to "games and physical activities" in the primary schools that offer education for 4 years. The aim of the present…
Descriptors: Foreign Countries, Games, Athletics, Preferences
Meyer, Katrina A.; Jones, Stephanie J. – Journal of Asynchronous Learning Networks, 2013
This pilot study asked graduate students enrolled in higher education programs at two institutions to ascertain whether and to what extent they experienced nine flow-related conditions in two settings: (1) online courses or (2) surfing or gaming online. In both settings, flow was experienced "sometimes," although no significant…
Descriptors: Graduate Students, Student Experience, Online Courses, Games

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