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Barnabe, Federico; Busco, Cristiano; Davidsen, Pal I.; Lambri, Maurizio; Zatta, Gianfranco – Journal of Workplace Learning, 2013
Purpose: The purpose of this paper is to present the main characteristics of the role-playing game "Strategic Micro-Firm" which aims to reproduce the fundamental features of a complex supply chain. Design/methodology/approach: A specific role-playing game is presented, in which a Balanced Scorecard is used as the reporting device and is…
Descriptors: Management Development, Role Playing, Games, Teaching Methods
Stead, Di; Griffiths, Tim – Primary Science, 2013
It is generally accepted that children develop their own ideas about what is happening in their world through what they see with their own eyes. Children often hold ideas that are quite different from acceptable science because they construct alternative meanings from their own individual experiences. The role of the teacher is much more…
Descriptors: Educational Games, Teachers, Video Technology, Science Instruction
Proctor, Michael D.; Marks, Yaela – Computers & Education, 2013
This research reports and analyzes for archival purposes surveyed perceptions, use, and access by 259 United States based exemplar Primary and Secondary educators of computer-based games and technology for classroom instruction. Participating respondents were considered exemplary as they each won the Milken Educator Award during the 1996-2009…
Descriptors: Teacher Attitudes, Elementary School Teachers, Computer Uses in Education, Educational Technology
Goldin, Andrea Paula; Segretin, Maria Soledad; Hermida, Maria Julia; Paz, Luciano; Lipina, Sebastian Javier; Sigman, Mariano – Mind, Brain, and Education, 2013
Working memory and planning are fundamental cognitive skills supporting fluid reasoning. We show that 2 games that train working memory and planning skills in school-aged children promote transfer to 2 different tasks: an attentional test and a fluid reasoning test. We also show long-term improvement of planning and memory capacities in…
Descriptors: Short Term Memory, Grade 3, Elementary School Students, Cognitive Ability
Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Yu-Ju; Lin, Pei-Hsin; Huang, Yao-Tien; Cheng, Hao-Yueh; Lee, Chih-Chin – Computers & Education, 2013
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of "learning for playing" (i.e., players who want to win will study more), the digital archaeology game contest…
Descriptors: Computer Games, Archaeology, High School Students, Intention
Goehle, Geoff – PRIMUS, 2013
In this paper we demonstrate how video game mechanics can be used to help improve student engagement with online mathematics homework. Specifically, we integrate two common video game systems, levels and achievements, with the online homework program "WeBWorK." We describe the key features of the implementation of these systems and…
Descriptors: College Mathematics, Mathematics Instruction, Video Games, Homework
Akcaoglu, Mete – ProQuest LLC, 2013
In today`s complex and fast-evolving world, problem solving is an important skill to possess. For young children to be successful at their future careers, they need to have the "skill" and the "will" to solve complex problems that are beyond the well-defined problems that they learn to solve at schools. One promising approach…
Descriptors: Problem Solving, Teaching Methods, Skill Development, Computer Software
Roscoe, Rod D.; Snow, Erica L.; McNamara, Danielle S. – Grantee Submission, 2013
This study investigates students' essay revising in the context of an intelligent tutoring system called "Writing Pal" (W-Pal), which combines strategy instruction, game-based practice, essay writing practice, and automated formative feedback. We examine how high school students use W-Pal feedback to revise essays in two different…
Descriptors: Essays, Revision (Written Composition), Intelligent Tutoring Systems, Educational Games
Di Loreto, Ines; Mora, Simone; Divitini, Monica – International Association for Development of the Information Society, 2013
Games for crisis management offer an interesting complement to traditional training. Experiments on their usage show that games can be promising tools able to address some of the limitations of traditional training. Also our first assessment with a board game for panic management shows that this particular kind of game could be useful for soft…
Descriptors: Technology Uses in Education, Educational Technology, Electronic Learning, Telecommunications
Rodrigo, Ma. Mercedes T.; Baker, Ryan S. J. D.; Rossi, Lisa – Teachers College Record, 2013
Background: Off-task behavior can be defined as any behavior that does not involve the learning task or material, or where learning from the material is not the primary goal. One suggested path for understanding how to address off-task behavior is to study classrooms where off-task behavior is less common, particularly in Asia, in order to…
Descriptors: Student Behavior, Foreign Countries, Time on Task, Intelligent Tutoring Systems
Wegrzyn, Stacy C.; Hearrington, Doug; Martin, Tim; Randolph, Adriane B. – Journal of Research on Technology in Education, 2013
Attention deficit hyperactivity disorder (ADHD) is the most commonly diagnosed childhood neurobehavioral disorder, affecting approximately 5.5 million children, of which approximately 66% take ADHD medication daily. This study investigated a potential nonpharmaceutical alternative to address the academic engagement of 5th through 11th grade…
Descriptors: Attention Deficit Hyperactivity Disorder, Brain, Elementary School Students, Secondary School Students
Wittmer, Dennis; Al-Kazemi, Ali – Journal of Teaching in International Business, 2013
In the past 20 years a body of research in behavioral and experimental economics has challenged classical economic theory. Yet, this body of research seems relatively unknown in business education. One behavioral test with implications for international business education has been the use of ultimatum games, which has more recently expanded to…
Descriptors: Business Education, Ethics, International Trade, Business Education Teachers
Landwehr, Peter; Spraragen, Marc; Ranganathan, Balki; Carley, Kathleen M.; Zyda, Michael – Simulation & Gaming, 2013
In this article, the authors discuss the development of the "Sudan Game," an interactive model of the country in the time period leading up to the Sudanese referendum on the secession of the South. While many simulations are designed to educate about their subjects, the "Sudan Game" is intended to be a prototype for policy…
Descriptors: Foreign Countries, Computer Games, Public Policy, Policy Formation
Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce; Ellis, James D.; Bulgren, Janis – Journal of Research on Technology in Education, 2015
Reason Racer is an online, rate-based, multiplayer game that applies specific game features in order to engage middle school students in introductory knowledge of and thinking related to scientific argumentation. Game features include rapid and competitive play, timed performance, immediate feedback, and high rates of response across many…
Descriptors: Middle School Students, Scientific Literacy, Persuasive Discourse, Educational Games
Salam, Abdus; Hossain, Anwar; Rahman, Shahidur – REDIMAT - Journal of Research in Mathematics Education, 2015
This study investigates the effects of game playing on performance and attitudes of students towards mathematics of Grade VIII. The study was undergone by implementing TGT technique for the experimental group and typical lecture-based approach for the control group. A same achievement test was employed as in both pre-test and post-test, an…
Descriptors: Educational Games, Mathematics Instruction, Secondary School Mathematics, Mathematics Education

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