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Paul, Rik; Ponnam, Abhilash; Bagchi, Shantanu Shanker – Marketing Education Review, 2022
Retailers are faced with the challenge of how many stores to operate in a potential or an existing market and where those stores should be located. Various factors influence this decision-making. For instance, the customer behavior and their demographic characteristics, customer travel times, presence of competitors, costs involved, location…
Descriptors: Retailing, Marketing, Decision Making, Purchasing
Warden, Clyde A.; Chang, Chi-Cheng; Stanworth, James O.; Caskey, D'Arcy; Chen, Judy F. – International Journal of Computer-Supported Collaborative Learning, 2022
Self-regulated learning theory is central to computer supported collaborative learning (CSCL) and depends on learner autonomy to create socially shared learning, and yet function within the restraints and goals of a specific class pedagogy. By integrating the rich theoretical CSCL literature with an inductively derived theory of role-playing game…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Role Playing, Game Based Learning
Brennan, Attracta; McDonagh, Tara; Dempsey, Mary; McAvoy, John – IEEE Transactions on Learning Technologies, 2022
Studies show that reduced literacy skills can negatively influence a child's self-esteem and future career opportunities. Literacy is significantly affected when problems exist in understanding the phonological component or sound structure of language, i.e., phonological awareness. Children with dyslexia in particular experience difficulties in…
Descriptors: Dyslexia, Literacy, Intervention, Phonological Awareness
Kamid, Kamid; Rohati, Rohati; Hobri, Hobri; Triani, Elza; Rohana, Siti; Pratama, Wahyu Adi – International Journal of Instruction, 2022
The urgency of doing this research is as an innovation for educators to be able to make efforts to preserve local wisdom in the form of a traditional kite game by implication it in mathematics lessons that can make learning activities fun. The purpose of this research is to introduce and preserve traditional games which are the heritage of the…
Descriptors: Mathematics Instruction, Student Interests, Student Attitudes, Geometry
Goehlert, Timothy T. – ProQuest LLC, 2022
When both students and teachers are disengaged, there is an impact at the class level and on the larger educational community. Thus, examining experiential methods that spark professor interest and passion as well as engage students is beneficial for faculty development, student learning, and institutional improvement. This thematic analysis…
Descriptors: Game Based Learning, College Faculty, Teacher Attitudes, Best Practices
Amy Rose Morgan – ProQuest LLC, 2022
Digital game-based learning (DGBL) has unique factors that can engage students in the learning process. It has been shown that incorporating DGBL into mathematics can help bridge the learning gap, differentiate instruction, and engage students (Yang et al., 2018; Hulse et al., 2019; Chen et al., 2012; Naik, 2017). This study examined how students'…
Descriptors: Game Based Learning, Academic Achievement, Learner Engagement, Student Motivation
Hee Jin Bang; Khanh-Phuong Thai – Age of Learning, Inc., 2022
This study investigated the effectiveness of My Reading Academy, a digital learning program designed to develop foundational reading skills in early childhood education. The research examined whether the implementation of this adaptive game-based curriculum could strengthen early reading skills and increase student interest in learning to read…
Descriptors: Preschool Education, Kindergarten, Educational Technology, Game Based Learning
Victoria Bonefont; Burton Carbino; Rana Zakerzadeh – Biomedical Engineering Education, 2022
This paper identifies an opportunity to integrate gamification in undergraduate biomedical engineering (BME) classrooms to alleviate student test anxiety and promote student perception of their academic performance. Gamification is a popular educational strategy that does not appear to be widely explored or adopted in higher education,…
Descriptors: Test Anxiety, Gamification, Undergraduate Students, Biomedicine
Matthew C. Mauntel – ProQuest LLC, 2022
Games have shown to be great tools for learning a variety of topics, but few games have been developed mathematics topics at the undergraduate level. One possible avenue is to pursue digital game-based learning. The game "Vector Unknown" was designed from a task from the Inquiry-Oriented Linear Algebra (IOLA) curriculum to connect…
Descriptors: Game Based Learning, Video Games, Undergraduate Students, College Mathematics
Moscoso, Mildred O.; de Jesus, Ana Katrina P.; Abagat, Renz Frances D.; Centeno, Edmund G.; Custodio, Rhodora Ramonette D. V.; Embate, John Mervin L.; Pine, Elijah Jesse Mendoza; Belano, Zoilo D., Jr.; Crudo, Eugene Raymond P.; Lopega, Diosdado B.; Mangubat, Lexter J. – Asian Association of Open Universities Journal, 2020
Purpose: Katipuneros RPG--Bisperas ng Himagsikan (Katipuneros RPG: The Eve of the Revolution) is an immersive and gamified theater that engages its "audiences" in the initiation rites of a secret revolutionary movement in the Philippines in 1896. This descriptive qualitative research evaluates such experiential approach to learning…
Descriptors: Asian History, Foreign Countries, Game Based Learning, Experiential Learning
Emerson, Andrew; Cloude, Elizabeth B.; Azevedo, Roger; Lester, James – British Journal of Educational Technology, 2020
A distinctive feature of game-based learning environments is their capacity to create learning experiences that are both effective and engaging. Recent advances in sensor-based technologies such as facial expression analysis and gaze tracking have introduced the opportunity to leverage multimodal data streams for learning analytics. Learning…
Descriptors: Learning Analytics, Game Based Learning, Play, Eye Movements
Schiffman, James R. – History Teacher, 2020
Reacting to the past has emerged as a high-impact pedagogy that is attracting a growing following of academic practitioners. An expanding body of academic research explains why Reacting works and shows that students who take Reacting courses perform better in various assessment measures. Still, academic literature on Reacting lacks resources about…
Descriptors: History Instruction, Educational Games, Instructional Design, College Instruction
Othman, Zainab; Zain, Nurul Hidayah Mat; Ismail, Ismassabah; Affandi, Sharifah Nor Syasya Syed Mohd; Noh, Nor Azida Mohamed; Yasin, Anita Mohd – International Journal of Evaluation and Research in Education, 2020
The purpose of this study was to evaluate the effectiveness of using an educational game application among driving school students on their understanding of driving rules and regulations. The application was developed and named as An Educational Game on the Theories of Driver Education Curriculum (DEC) to help students improve their visualization,…
Descriptors: Educational Games, Driver Education, Game Based Learning, Instructional Effectiveness
Rathnakumar, D. – Shanlax International Journal of Education, 2020
We are witnessing tremendous changes day by day in the educational field, and new avenues of knowledge are opened up almost daily. Innovations in behavioral psychology and educational technology would certainly balance the disparity in learning that arises due to physical, economic, and social factors. There is an ability within every child, and…
Descriptors: Play Therapy, Children, Intellectual Disability, Mental Health
Scott, Rebecca A.; Rutner, Stephen M. – Information Systems Education Journal, 2020
This article illustrates the benefits of off the shelf simulation software to increase learning for students in the classroom. Furthermore, the use of a computer game presents a unique opportunity for increased understanding of transportation fundamentals in a fun environment. Another benefit is that the use of the simulation helps Millennial…
Descriptors: Educational Games, Transportation, Teaching Methods, Supply and Demand