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Turula, Anna, Ed.; Kurek, Malgorzata, Ed.; Lewis, Tim, Ed. – Research-publishing.net, 2019
This collection of short papers is an outcome of the third conference on virtual exchange in higher education hosted by the Pedagogical University in Krakow in April 2018. Following the focus of the conference on virtual exchange in service of social inclusion and global citizenship, the papers collected in this volume offer first-hand insights…
Descriptors: Computer Uses in Education, Inclusion, Telecommunications, International Educational Exchange
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Yoon, Jiyoon, Ed.; Semingson, Peggy, Ed. – IGI Global, 2019
As more classes move to online instruction, there is a need for research that shows the effectiveness of synchronous learning. Educators must guide students on how to use these new learning tools and become aware of the research trends and opportunities within these developing online and hybrid courses. "Educational Technology and Resources…
Descriptors: Online Courses, Educational Technology, Technology Uses in Education, Synchronous Communication
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Loh, Christian Sebastian – International Journal of Virtual and Personal Learning Environments, 2013
Today's economic situation demands that learning organizations become more diligent in their business dealings to reduce cost and increase bottom line for survival. While there are many champions and proponents claiming that game-based learning (GBL) is sure to improve learning, researchers have, thus far, been unable to (re)produce concrete,…
Descriptors: Investment, Outcomes of Education, Educational Games, Instructional Improvement
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Denham, André R. – International Journal of Game-Based Learning, 2013
Formative instruction on multiplication primarily focuses on rote memorization. This leads to factual fluency, but also develops a narrow view of multiplication and hinders the development of conceptual understanding. Theory and research recommend the concurrent development of conceptual understanding and factual fluency during the initial stages…
Descriptors: Multiplication, Mathematics Instruction, Computer Games, Educational Games
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van den Heuvel-Panhuizen, Marja; Kolovou, Angeliki; Robitzsch, Alexander – Educational Studies in Mathematics, 2013
In this study we investigated the role of a dynamic online game on students' early algebra problem solving. In total 253 students from grades 4, 5, and 6 (10-12 years old) used the game at home to solve a sequence of early algebra problems consisting of contextual problems addressing covarying quantities. Special software monitored the…
Descriptors: Elementary School Students, Grade 4, Grade 5, Grade 6
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Eseryel, Deniz; Ifenthaler, Dirk; Ge, Xun – Educational Technology Research and Development, 2013
The important but little understood problem that motivated this study was the lack of research on valid assessment methods to determine progress in higher-order learning in situations involving complex and ill-structured problems. Without a valid assessment method, little progress can occur in instructional design research with regard to designing…
Descriptors: Instructional Design, Computer Games, Educational Games, Web Based Instruction
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Obikwelu, Chinedu; Read, Janet; Sim, Gavin – Electronic Journal of e-Learning, 2013
For a child to learn through Problem-Solving in Serious games, the game scaffolding mechanism has to be effective. Scaffolding is based on the Vygotzkian Zone of Proximal Development (ZPD) concept which refers to the distance between the actual development level as determined by independent problem solving and the level of potential development as…
Descriptors: Problem Solving, Scaffolding (Teaching Technique), Learning Strategies, Child Development
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Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen – British Journal of Educational Technology, 2013
Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…
Descriptors: Computer Games, Educational Games, Elementary School Science, Science Instruction
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Berns, Anke; Valero-Franco, Concepción – Research-publishing.net, 2013
This paper presents the results of an ongoing study which has been carried out with a group of German Foreign Language students at the University of Cadiz since 2012. The purpose of the study was to analyze the impact of videogame-like applications on foreign language learning and their motivational potential to increase learning beyond the…
Descriptors: Video Games, Active Learning, Educational Games, Courseware
Kovacevic, Tatjana; Opic, Siniša – Online Submission, 2013
The aim of this research was to examine the impact of using traditional games with the purpose of decreasing violent behavior among pupils in elementary schools as well as improving their mutual relationships. The research was conducted among second-, third- and fourth-graders in elementary schools in Karlovac (a total of 232 pupils). In order to…
Descriptors: Educational Games, Violence, Prevention, Intervention
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Nadolski, Rob J.; Hummel, Hans G. K.; Slootmaker, Aad; van der Vegt, Wim – Simulation & Gaming, 2012
Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often…
Descriptors: Foreign Countries, Educational Games, Simulation, Video Games
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Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo – Simulation & Gaming, 2012
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Descriptors: Taxonomy, Comparative Analysis, Video Games, Computer Games
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Perlman, Dana; Forrest, Greg; Pearson, Phil – Australian Journal of Teacher Education, 2012
Movement-based gaming technologies, such as the Nintendo Wii, are becoming more visible within the physical education. As research on movement-based technologies develops, an aspect that has gained interest is the potential educational value for the physical education student. The purpose of this study was to examine movement-based sport games and…
Descriptors: Physical Education, Physical Education Teachers, Expertise, Educational Opportunities
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Martins, José Alexandre; Roca, Assumpta Estrada; Nascimento, Maria Manuel – European Journal of Science and Mathematics Education, 2014
Statistical graphs, measures of central tendency and measures of spread are key concepts in the statistics curriculum, so we present here a dynamic method (software) that may be used in the classroom. In this work we begin with an introductory approach. This is done to emphasize the importance of stimulating the visualization of statistical…
Descriptors: Computer Software, Mathematics Instruction, Graphs, Mathematical Concepts
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Spikes, Michael A.; Haque, Yousuf S. – Journal of Educational Technology Systems, 2014
With the rise of information availability and the speed at which it can be disseminated, it is now the consumer's job to exercise more discernment and to become more skeptical about the information coming across their screens. This is a major point in the argument to adopt a relatively new academic discipline known as News Literacy. A subset of…
Descriptors: Case Studies, Social Media, Video Technology, News Media
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