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Watson, William R.; Mong, Christopher J.; Harris, Constance A. – Computers & Education, 2011
This study examines the case of a sophomore high school history class where "Making History", a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school…
Descriptors: Rural Schools, Video Games, Focus Groups, War
Güroglu, Berna; Will, Geert-Jan; Klapwijk, Eduard T. – International Journal of Developmental Science, 2013
The current study presents a novel experimental design to examine how "real-life" peer relationships modulate altruistic punishment of bullies and compensation of victims after "observed" ostracism. Twenty-four participants (age 20) were invited to an experimental session in groups of three classmates and two unfamiliar peers,…
Descriptors: Altruism, Bullying, Computer Games, Computer Simulation
Adamo-Villani, Nicoletta; Dib, Hazar – Journal of Educational Technology Systems, 2013
The article discusses current evaluation methodologies used to assess the usability, user enjoyment, and pedagogical efficacy of virtual learning environments (VLEs) and serious games. It also describes the evaluations of two recently developed projects: a virtual learning environment that employs a fantasy 3D world to engage deaf and hearing…
Descriptors: Program Evaluation, Educational Technology, Evaluation Methods, Usability
Dekhane, Sonal; Xu, Xin; Tsoi, Mai Yin – Journal of Information Systems Education, 2013
This paper describes a project designed to promote problem solving and critical thinking skills in a general education, computing course at an open access institution. A visual programming tool, GameSalad, was used to enable students to create educational apps for mobile platforms. The students worked on a game development project for the entire…
Descriptors: Computer Oriented Programs, Telecommunications, Handheld Devices, Technology Uses in Education
Nathan, Sanmuga; Haynes, John – Asia-Pacific Journal of Health, Sport and Physical Education, 2013
This paper reports on the development and testing of a hybrid model of teaching games--The Style "E" Tactical (SET) Model. The SET is a combination of two pedagogical approaches: Mosston and Ashworth's Teaching Styles and Bunker and Thorpe's Teaching Games for Understanding (TGfU). To test the efficacy of this new model, the SET was…
Descriptors: Teaching Methods, Games, Physical Education, Teaching Styles
Jackson, G. Tanner; McNamara, Danielle S. – Journal of Educational Psychology, 2013
One strength of educational games stems from their potential to increase students' motivation and engagement during educational tasks. However, game features may also detract from principle learning goals and interfere with students' ability to master the target material. To assess the potential impact of game-based learning environments, in this…
Descriptors: Intelligent Tutoring Systems, Educational Games, Student Motivation, Learning
Pillay, Soma; James, Reynold – Education & Training, 2013
Purpose: Higher education is influenced, to an increasing extent, by changing student demographics. This requires educators to design and deliver learning systems which will enhance students' learning experience with innovative, real world and engaging resources. The authors predict that transformations in the learning systems will increase as…
Descriptors: Cultural Pluralism, Teaching Methods, Feedback (Response), Learning Experience
Altmann, Michael; Eisenreich, Sophie; Lehner, Daniela; Moser, Stefanie; Neidl, Tobias; Ruscher, Valentina; Vogeler, Thilo – Multicultural Education & Technology Journal, 2013
Purpose: On the educational level, this paper aims to show a practical case of dialogic web-based learning. It has provided a consensus during a web-based negotiation game between four different parties on poverty and inequality. On a multicultural level, this paper seeks to offer diverse cultures of argumentation on global poverty.…
Descriptors: Internet, Reflection, Geography, Nongovernmental Organizations
Wu, Ye-Chi; Ma, Lee Wei; Jiau, Hewijin Christine – Educational Technology & Society, 2013
Programming assignments are commonly used in computer science education to encourage students to practice target concepts and evaluate their learning status. Ensuring students are engaged in such assignments is critical in attracting and retaining students. To this end, WebHat, a service-based program evaluation platform, is introduced in this…
Descriptors: Assignments, Computer Science, Program Evaluation, Computer Software
Li, Qing; Lemieux, Collette; Vandermeiden, Elise; Nathoo, Shahista – Journal of Research on Technology in Education, 2013
This research study examines preservice teachers' experiences of learning through game design. In particular, we investigate how their perceptions of digital games have evolved through the process of designing and building their own educational games. We are also concerned with the knowledge and reasoning skills that preservice teachers…
Descriptors: Secondary School Mathematics, Mathematics Instruction, Preservice Teachers, Design
Seymour, Karen E.; Pescosolido, Matthew F.; Reidy, Brooke L.; Galvan, Thania; Kim, Kerri L.; Young, Matthew; Dickstein, Daniel P. – Journal of the American Academy of Child & Adolescent Psychiatry, 2013
Objective: Bipolar disorder (BD) and attention-deficit/hyperactivity disorder (ADHD) are often comorbid or confounded; therefore, we evaluated emotional face identification to better understand brain/behavior interactions in children and adolescents with either primary BD, primary ADHD, or typically developing controls (TDC). Method: Participants…
Descriptors: Identification, Accuracy, Attention Deficit Hyperactivity Disorder, Anxiety Disorders
Grossi, Roberta – ProQuest LLC, 2013
The way training is delivered in a corporate environment has a tremendous effect on its results. This study investigated the role of culture in the learning styles of adult French and American learners working in an international corporate setting. The assumption was that Americans prefer to learn from action-oriented methods and are more…
Descriptors: Cognitive Style, Preferences, Hypothesis Testing, Adult Learning
Orense, Adrian; Decena, Berlyn Anne; Feria, Rommel – International Association for Development of the Information Society, 2013
Kinesthetic learning, one of the VAK learning styles, is now also being adapted by different gaming consoles and platforms. This paper presents Salapiggy, a two-part kinesthetic educational Sifteo game that has both a tutorial on money and sorting game. It is localized in the Philippines and uses Filipino as the User Interface Language and the…
Descriptors: Kinesthetic Perception, Teaching Methods, Educational Games, Arithmetic
Spencer, Peta – Mathematics Education Research Group of Australasia, 2013
The concept of mobile technologies is now an emergency theme in educational research, yet the playing of these edutainment applications and their impact on early childhood learning needs to be fully explored. This study highlights current research and explores how iPads improve student learning. It also examines how the introduction of iPads,…
Descriptors: Telecommunications, Handheld Devices, Mathematics Instruction, Numeracy
Pinder, Patrice J. – Online Submission, 2013
The process of conceptual change can be described as a three phase process. The first phase involves students' possession of initial naive "conceptions/misconceptions," the second phase involves students undergoing a process of "assimilation," and the third phase involves students undergoing a radical process called…
Descriptors: Concept Formation, Misconceptions, Elementary Secondary Education, African American Students

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