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Showing 1 to 15 of 16 results Save | Export
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Claudia Krautkremer; Louise C. Keegan; Rimke Groenewold; Elizabeth Spencer – Topics in Language Disorders, 2024
This work aims to examine the identities communicated prior to and during a role-playing game (RPG) for individuals with acquired brain injury (ABI). Appraisal, an analysis tool of Systemic Functional Linguistics (SFL), that allows one to examine the interpersonal metafunction, was applied to interview and RPG group treatment conversations. This…
Descriptors: Brain, Injuries, Games, Role Playing
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Chengyan Yu; Shihuan Wang; Dong Zhang; Yingying Zhang; Chaoqun Cen; Zhixiang You; Xiaobing Zou; Hongzhu Deng; Ming Li – IEEE Transactions on Learning Technologies, 2024
Numerous children diagnosed with autism spectrum disorder (ASD) exhibit abnormal eye gaze pattern in communication and social interaction. In this study, we aim to investigate the effectiveness of the hide-and-seek virtual reality system (HSVRS) in improving gaze fixation abilities in children with ASD. Our hypothesis is that engaging in a…
Descriptors: Computer Simulation, Games, Eye Movements, Autism Spectrum Disorders
Stephanie Jeanelle Kinzinger – ProQuest LLC, 2024
This dissertation examines the possibilities and anxieties that attend a notion haunting Western thought since at least Kant--that reality itself is a revisable construct, a kind of collective game with social and physical rules that simultaneously delimit and solicit radical interactivity. Investigating experiments in the gamification of reality…
Descriptors: Philosophy, Phenomenology, Experience, Games
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Zazueta-Hernández, Jorge Antonio; López-Barrientos, José Daniel – Teaching Statistics: An International Journal for Teachers, 2021
This paper walks the reader through a simple mathematical characterization of the popular children's game, "Chutes and Ladders," focusing primarily on Monte Carlo simulation. The focus is then shifted to the board game "No Te Enojes" in order to analyze the implications of the introduction of strategy. The presence of strategy…
Descriptors: Games, Monte Carlo Methods, Generalization, Mathematics
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Ramadhana A. B., Rakha; Chen, Hsiu-Ling – Education and Information Technologies, 2023
This article discusses the effect of using a commercial off-the-shelf immersive virtual reality game on engineering students' reaction time, hand-eye coordination, and spatial skills. Fifteen (15) college engineering students in Northern Taiwan were conveniently recruited in a single group. Participants were tasked to play the game for 30 min…
Descriptors: College Students, Foreign Countries, Engineering Education, Computer Simulation
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Chen Li; Yue Jiang; Peter H. F. Ng; Yixin Dai; Francis Cheung; Henry C. B. Chan; Ping Li – IEEE Transactions on Learning Technologies, 2024
Computer-supported collaborative learning aims to use information technologies to support collaborative knowledge construction by practicing the relevant pedagogical approaches, especially in the distance learning setting. The enabling technologies are fast advancing, and the need for solutions during the COVID-19 global pandemic led to the…
Descriptors: Computer Simulation, Computer Assisted Instruction, Cooperative Learning, Technology Uses in Education
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Priyan L. Jayamaha – International Journal of Technology in Education and Science, 2024
This study investigates the challenges of teaching history to primary school students and the endeavour to develop a board game, supported by educational apps and augmented reality, to enhance the learning experience. The initiative is in response to the New Zealand Ministry of Education's mandate that New Zealand's history must be taught in all…
Descriptors: Elementary School Students, Foreign Countries, Games, Class Activities
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Jon-Chao Hong; Jhen-Ni Ye; Jian-Hong Ye; Ling-Wen Kung – Interactive Learning Environments, 2024
Attentional control theory indicates that concentration is considered an important variable that contributes to learning. There are some devices for players to practice their concentration, but there are few virtual reality (VR) designs which can increase the level of difficulty for students to discipline their mental concentration with…
Descriptors: Attention Control, Predictor Variables, Cognitive Processes, Difficulty Level
Abdalkader, Shireen Mostafa Ahmed – Online Submission, 2023
This study aimed to investigate the effect of using some proposed artificial intelligence activities on enhancing EFL writing fluency and self-regulation for the preparatory stage students in Distinguished Governmental Language Schools. Participants of the study were 33 students in preparatory three from Hassan Abu Bakr governmental language…
Descriptors: Foreign Countries, State Schools, Second Language Instruction, English Language Learners
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Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
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Pamukcu, Bahattin Selim; Çakir, Hasan – Journal of Learning and Teaching in Digital Age, 2021
To increase the benefits of three-dimensional exercise games, the steps to develop these games need to be effective and efficient. The purpose of this study is to determine the game development model used in the design of three-dimensional games for exercise to create effective, efficient, usable, and safe games for users. In this article, studies…
Descriptors: Exercise, Games, Game Based Learning, Program Development
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Vishkaie, Rojin; Seyed, Teddy; Emmons, Claire Thoma; vom Lehn, Dirk – Journal of Museum Education, 2021
Socializing and interaction are important aspects for families who visit museums. Mixed reality (MR) uses a set of technology that museums employ to encourage this behavior, but they face challenges in maintaining family cohesion with experiences across different exhibitions and kiosks. In this paper, we explore these challenges broadly to provide…
Descriptors: Museums, Exhibits, Foreign Countries, Socialization
Rachel Arpin – ProQuest LLC, 2021
Escape room games have emerged in the educational landscape over the last decade and are growing in popularity. Studies show that participants enjoy educational escape room games, however the data to demonstrate learning acquisition and behavior change is limited. This study addressed the research question: How effective are escape room games as a…
Descriptors: Leadership Training, Games, Game Based Learning, Computer Simulation
Zhenzhen Qi – ProQuest LLC, 2023
In the age of computing, we rely on software to manage our days, from the moment we wake up until we go to sleep. Software predicts the future based on actualized data from the past. It produces procedures instead of experiences and solutions instead of care. Software systems tend to perpetuate a normalized state of equilibrium. Their application…
Descriptors: Computer Simulation, Video Games, Visual Aids, Computer Games
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Erdogmus, Cavit; Korkmaz, Özgen – International Online Journal of Primary Education, 2022
The aim of this research is to determine the trends in the field of educational technology by analyzing the bibliometric analysis of the articles about Educational Technology published in the Web of Science Core database in the last 20 years. In this framework, a bibliometric analysis of the articles on educational technology published 2000-2019…
Descriptors: Educational Trends, Educational Technology, Bibliometrics, Trend Analysis
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