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Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models
Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education
Losing the Lake: Simulations to Promote Gains in Student Knowledge and Interest about Climate Change
Nussbaum, E. Michael; Owens, Marissa C.; Sinatra, Gale M.; Rehmat, Abeera P.; Cordova, Jacqueline R.; Ahmad, Sajjad; Harris, Fred C., Jr.; Dascalu, Sergiu M. – International Journal of Environmental and Science Education, 2015
Climate change literacy plays a key role in promoting sound political decisions and promoting sustainable consumption patterns. Based on evidence suggesting that student understanding and interest in climate change is best accomplished through studying local effects, we developed a simulation/game exploring the impact of climate change on the…
Descriptors: Climate, Water, Natural Resources, Educational Games
Hsu, Yu-Chang; Ching, Yu-Hui – Canadian Journal of Learning and Technology, 2015
Mobile learning has become increasingly popular in the past decade due to the unprecedented technological affordances achieved through the advancement of mobile computing, which makes ubiquitous and situated learning possible. At the same time, there have been research and implementation projects whose efforts centered on developing mobile…
Descriptors: Electronic Learning, Instructional Design, Classification, Models
Sáez-López, José-Manuel; Miller, John; Vázquez-Cano, Esteban; Domínguez-Garrido, María-Concepción – Educational Technology & Society, 2015
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and attitudes of all members of the educational community through a quasi-experimental approach. The research presents three dimensions oriented to assessing the use of this application in a didactic unit "History and Architecture"…
Descriptors: Foreign Countries, Video Games, Middle Schools, Middle School Students
Loke, Swee-Kin – Australasian Journal of Educational Technology, 2015
While students do learn real-world knowledge and skills in virtual worlds, educators have yet to adequately theorise how students' virtual world experiences bring about this learning. This paper critically reviewed theories currently used to underpin empirical work in virtual worlds for education. In particular, it evaluated how applicable these…
Descriptors: Virtual Classrooms, Simulated Environment, Journal Articles, Educational Technology
Herro, Danielle – Theory Into Practice, 2015
Because traditional schools struggle to effectively understand, implement, and sustain digital learning initiatives, innovating with digital media in classrooms is a difficult endeavor. Practitioners need examples to better understand conditions necessary to move forward with digital media and learning (DML) in schools. This article provides…
Descriptors: Sustainability, Educational Technology, Technology Uses in Education, Technology Integration
Worth, Jack; Sizmur, Juliet; Ager, Rob; Styles, Ben – Education Endowment Foundation, 2015
The project, "Oxford Improving Numeracy and Literacy Programme," was delivered by Oxford University Department of Education. This evaluation tested two different initiatives with Year 2 children: "Mathematics and Reasoning" and "Literacy and Morphemes." The "Mathematics and Reasoning" programme aimed to…
Descriptors: Foreign Countries, Numeracy, Program Evaluation, Elementary School Mathematics
Orey, Michael, Ed.; Branch, Robert Maribe, Ed. – Educational Media and Technology Yearbook, 2015
This book is an annual publication entering its 40th year. The series represents current trend and issues in the field of educational communications and technology, journals and other periodicals associated with the field, and the academic programs that prepare instructional technology professionals. This volume features a section on Learning,…
Descriptors: Educational Technology, Technology Uses in Education, Budgeting, Game Based Learning
Pasnik, S.; Moorthy, S.; Llorente, C.; Hupert, N.; Dominguez, X.; Silander, M. – Education Development Center, Inc., 2015
The study presented here addresses the question of how time spent viewing and playing with PBS KIDS educational, non-commercial media at home, in family settings, can foster positive outcomes for children and parents/caregivers. The study focused on PEG+CAT, a first-generation transmedia program designed to promote children's mathematics and…
Descriptors: Family Environment, Mathematics Skills, Access to Education, Public Television
Marrero, Osvaldo; Pasles, Paul C. – Mathematics and Computer Education, 2011
Like many mathematics teachers, the authors often find that students who struggle with a difficult concept may be assisted by the use of a well-chosen graph or other visual representation. While one should not rely solely on such tools, they can suggest possible theorems which then might be proved with the proper rigor. Even when a picture…
Descriptors: Probability, Calculus, Mathematics Instruction, College Mathematics
Lee, Donghun; Schoenstedt, Linda J. – ICHPER-SD Journal of Research, 2011
With recognition of the need for studying eSports in this interactive digital communication era, this study explored 14 motivational factors affecting the time spent on eSports gaming. Using a sample of 515 college students and athletic event attendees, we further compared eSports game patterns to their non-eSport or traditional sport involvements…
Descriptors: Audiences, Student Motivation, Competition, Rewards
Keene, Melanie – History of Education, 2011
In 1804, John Wallis published a game that converted learning about astronomy into a race to the Royal Observatory, Greenwich. This essay uses "Science in Sport" to explore the cultures of Georgian recreative science, analysing how the rules and conventions of playing a game affected the gaining of natural knowledge. New familial audiences and…
Descriptors: Science Activities, Astronomy, Recreational Activities, Books
Bird, Elizabeth – School Library Journal, 2011
A proper picture book app lets a parent and child read, listen to, or explore a book in a fun and interactive manner. Typical options offered in these apps include turning off the sound (so that a parent or child can read on their own), changing from one language to another, and small interactive features, such as making the characters move. To…
Descriptors: Childrens Literature, Picture Books, Video Games, Reading Instruction
van Ments, Morry – Simulation & Gaming, 2011
The article begins with an abbreviated CV of the author and then recounts the formation of Society for the Advancement of Games and Simulation in Education and Training (SAGSET) and the early days of simulation and gaming in the United Kingdom. Four strands of elements of development are described together with the key events of the 1970s and…
Descriptors: Foreign Countries, Games, Computer Simulation, Training

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