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Samah H. Almaki; Mnyero A. Gunda; Khairuddin Idris; Abdul Talib M. Hashim; Siti Rahaimah Ali – Interactive Learning Environments, 2024
Despite simulation games (SGs) being a novel pedagogical tool that can soundly represent real environments to enhance students' learning outcomes, knowledge, and skills, there is still a lack of an overview of the current theoretical understanding of using simulation games as a pedagogical method to develop K-12 learning outcomes. Taking an…
Descriptors: Literature Reviews, Content Analysis, Elementary Secondary Education, Computer Simulation
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Hannah Elizabeth Kirk; Sally Richmond; Tori Gaunson; Meg Bennett; Alan Herschtal; Mark Bellgrove; Kim Cornish – Journal of Attention Disorders, 2024
Objective: Growing evidence suggests digital interventions may provide neurocognitive benefits for children with ADHD. This study aimed to investigate the efficacy of a digital attention intervention in children with ADHD. Method: In this double-blind randomized controlled trial 55 children with ADHD (5-9 years) were allocated to the intervention…
Descriptors: Attention Deficit Hyperactivity Disorder, Intervention, Attention, Young Children
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Oliveira, Wilk; Hamari, Juho; Shi, Lei; Toda, Armando M.; Rodrigues, Luiz; Palomino, Paula T.; Isotani, Seiji – Education and Information Technologies, 2023
Gamification has been widely used to design better educational systems aiming to increase students' concentration, motivation, engagement, flow experience, and others positive experiences. With advances in research on gamification in education, over the past few years, many studies have highlighted the need to tailor the gamification design…
Descriptors: Gamification, Game Based Learning, Educational Games, Learner Engagement
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Vlassis, Joëlle; Baye, Ariane; Auquière, Amélie; de Chambrier, Anne-Françoise; Dierendonck, Christophe; Giauque, Nadine; Kerger, Sylvie; Luxembourger, Christophe; Poncelet, Débora; Tinnes-Vigne, Mélanie; Tazouti, Youssef; Fagnant, Annick – International Journal of Early Years Education, 2023
Early arithmetic skills, and in particular the understanding of the part-whole relationship, are currently considered crucial for future arithmetic achievement. They are complex skills extending far beyond the mastery of counting procedures. In order to develop these arithmetic skills in kindergarten children, we developed a game-based approach…
Descriptors: Arithmetic, Mathematics Skills, Kindergarten, Game Based Learning
Bennett, Zoe – ProQuest LLC, 2023
This qualitative dissertation explores the use of an original table-top role-playing game as a framework for community-building among independent community educators who lack a central geographic nexus. The study utilized an action research approach, involving the creation and development of the game in collaboration with participants for a period…
Descriptors: Role Playing, Games, Game Based Learning, Community Education
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Luciano Bastos De Carvalho; José Dutra De Oliveira Neto – Accounting Education, 2023
New technologies shape the market by requiring hybrid skills for accounting professionals. Serious games may help to prepare students by cultivating these skills. However, an improper game application may disrupt students' skill development. A guide is necessary to avoid a disruptive scenario by making serious games a proper teaching methodology…
Descriptors: Game Based Learning, Accounting, Business Administration Education, Skill Development
Pope, Linda Charleen – ProQuest LLC, 2023
Current literature reveals the importance of expanding the educational toolchest to include teaching through games. Game-based learning has been extensively studied, underscoring a human need to have fun while learning. This research project focused on the development of "Paved Paradise: A Tiny House Ecovillage Board Game," that could…
Descriptors: Game Based Learning, Ecology, Sustainability, Knowledge Level
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Stohlmann, Micah S. – Middle School Journal, 2023
Over the past ten years, interest in game-based learning has increased. This increase stems from the results of research that demonstrate the potential for increased mathematical learning and engagement when game-based learning was implemented. It has been noted that the most frequent way game-based learning is included in research is with drill…
Descriptors: Game Based Learning, Middle School Mathematics, Classification, Mathematics Instruction
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Egan, John D. – New Directions for Student Leadership, 2022
To advance games as a teaching strategy, leadership educators may benefit from a common understanding of associated terms. However, achieving this purpose is complicated by no agreed upon definition of game and scholarly debate around terms such as gamification. This article explores gaming terms and proposes a framework intended to provide a…
Descriptors: Leadership Training, Teaching Methods, Games, Definitions
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Leach, Rebecca B.; Kim, Heewon – Communication Teacher, 2022
Course: Organizational Communication, Business/Professional Communication. Objectives: This activity is designed to help students respond to their peers' challenges in a more compassionate and helpful way. At the end of the activity, students will be able to identify appropriate displays of compassion at work.
Descriptors: Game Based Learning, Educational Games, Altruism, Work Environment
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Mika Manninen; Eric Magrum; Sara Campbell; Sarahjane Belton – European Physical Education Review, 2025
This study aimed to compare the effect between game-based approaches (GBAs) and traditional skill approaches on decision-making, knowledge and motor skill in physical education students and athletes. A systematic review and meta-analysis of experimental studies available before October 2023 was conducted. The initial search yielded 8431 articles,…
Descriptors: Game Based Learning, Decision Making Skills, Knowledge Level, Psychomotor Skills
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Jewoong Moon; Unggi Lee; Junbo Koh; Yeil Jeong; Yunseo Lee; Gyuri Byun; Jieun Lim – Technology, Knowledge and Learning, 2025
This paper reviews the role of Generative Artificial Intelligence (GenAI) in transforming the landscape of educational game design. The recent rise and development of GenAI have expanded its applications in creating dynamic and interactive game systems. This review explores the potential of GenAI to craft personalized educational game designs that…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Instructional Design
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Adam Dabrowski; Ayako Yokogawa – Vocabulary Learning and Instruction, 2025
Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b)…
Descriptors: Computer Simulation, Game Based Learning, Vocabulary, Attention
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Rowan C. Martindale; Barbara Sofia Sulbaran Reyes; Sinjini Sinha; North Cooc – Journal of Geoscience Education, 2024
Educational geoscience games have been increasing in popularity because they promote learning through amusement and encourage students to engage with topical material and each other. Here we describe a new board game, "Reef Survivor", and its use as an instructional tool in undergraduate classes. The educational objective is to teach…
Descriptors: Undergraduate Students, Public Schools, Educational Games, Ecology
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D. Joel Whalen; Charles Drehmer; Andrew Cavanaugh – Business and Professional Communication Quarterly, 2024
Artificial intelligence assignments lead this article's 11 teaching innovations selected from the "My Favorite Assignments" presented at the 2023 Association for Business Communication's (ABC's) 88th Annual International Conference held in the Mile-High City: Denver, Colorado, USA. Pedagogy presented here also includes ideas to enhance…
Descriptors: Business Communication, Business Education, Artificial Intelligence, Assignments
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