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Ashley Lear – Frontiers: The Interdisciplinary Journal of Study Abroad, 2024
This study examined a cohort of 12 study abroad participants taking a course on video game topography and narrative in Salamanca, Spain, to determine how inhabiting and co-creating narrative worlds as part of the coursework might impact the experiences of the students inside and outside of the classroom as they engaged in mandated and optional…
Descriptors: Gamification, Study Abroad, Foreign Countries, Video Games
Maria Diez-Ortega – ProQuest LLC, 2023
Research in digital game-based language learning (DGBLL) has shown support for the use of games to develop linguistic knowledge and social skills in the second language (L2) classroom (Cornillie et al., 2012c; Reinhardt, 2019; Sykes & Reinhardt, 2013). Digital games often align with the definition of tasks, but not many have been intentionally…
Descriptors: Game Based Learning, Second Language Learning, Video Games, Technology Uses in Education
Fu, Qing-Ke; Zou, Di; Xie, Haoran; Cheng, Gary; Hwang, Gwo-Jen – Education and Information Technologies, 2022
Digital games have become increasingly popular. However, many teachers may not have relevant knowledge and experience of designing and implementing digital game-based teaching in formal classrooms. This study proposed a collaborative design approach to facilitate pre-service teachers' abilities of designing for learning with a digital game. To…
Descriptors: Computer Games, Instructional Design, Constructivism (Learning), Teaching Methods
Barbetta, Patricia M. – Journal of Educational Technology Systems, 2023
Higher education (HE) faculty are increasingly teaching online. For many faculty, this represents a new instructional mode that comes with its own set of challenges but also with new instructional possibilities. One challenge is identifying innovative and effective active learning methods that academically engage online students. Along with other…
Descriptors: College Faculty, Educational Technology, Technology Uses in Education, Active Learning
Byrne, Andrew M. – About Campus, 2020
Esports are a quickly spreading co-curricular setting for student involvement on college campuses. Many of the students who come to higher education institutions are already in these online virtual communities situated around competitive video games, which they can access from their dorm rooms and apartments. They communicate on headsets, and they…
Descriptors: Video Games, Athletics, Leadership, Cooperative Learning
Marinescu, Maria-Cristina; Marzo, Jose L. – International Association for Development of the Information Society, 2020
Based on our positive, but limited experience with Jigsaw at the university level, half a year ago we initiated a more extensive experiment with a larger sample of students, and incorporating changes that relate back to some negative comments we have received during the previous course. Jigsaw is a collaborative inquiry-based learning technique…
Descriptors: Cooperative Learning, Inquiry, Teamwork, Active Learning
Anders I. Mørch; Renate Andersen; Siv Eie; Louise Mifsud – International Journal of Computer-Supported Collaborative Learning, 2024
Teaching with virtual worlds provides new means for collaborative learning but creates challenges for teachers in terms of IT skills. To address these challenges, we developed a teaching model for using virtual worlds in classroom practices and applied it to Minecraft in several rounds of design-based research experiments. Our conceptual framework…
Descriptors: Cooperative Learning, Class Activities, Technology Uses in Education, Barriers
Barr, Matthew – Research in Learning Technology, 2020
Using a survey of higher education students (N = 2145), correlations between game play habits and the attainment of certain graduate skills or attributes (communication skill, adaptability and resourcefulness) are presented. Correlations between graduate attribute attainment and a range of demographic and educational factors, including age,…
Descriptors: Video Games, College Students, Skill Development, Communication Skills
Czauderna, André; Guardiola, Emmanuel – Higher Education Studies, 2021
The development of digital games over physical distance is a common practice in the gaming industry, yet widely neglected in the curricula of digital game development programs at university level. The coronavirus pandemic, however, pushed project-oriented game programs all over the world towards an implementation of ad hoc approaches to remote…
Descriptors: Computer Mediated Communication, Video Games, Teaching Methods, Distance Education
Mark Frydenberg; David J. Yates; Andre Noonan – Information Systems Education Journal, 2024
This paper explores the course design and implementation of a first-year discovery seminar on "Living in the Metaverse" offered at a business university. Integrated with standardized college-readiness topics, the course combines hands-on activities with collaborative assignments and class discussions to present a multidisciplinary…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Interdisciplinary Approach, First Year Seminars
Mangiron, Carme – Interpreter and Translator Trainer, 2021
Video games have become one of the most popular forms of entertainment in the modern digital society. The global success of the game industry has fostered the development of the game localisation industry, as developers and publishers strive to sell their games in different languages and territories to maximise their return on investment. This, in…
Descriptors: Translation, Teaching Methods, Curriculum Design, Video Games
College Students' Perceptions of Pleasure in Learning -- Designing Gameful Gamification in Education
A, Gulinna; Lee, Youngjin – International Journal on E-Learning, 2020
Gamification, the use of game design elements in non-gaming context, has been introduced to education as a novel teaching and learning approach to engage learners. Current literature has focused on finding ways to afford the playfulness and gamefulness of gamification. This paper has studied college students' perceptions of pleasure in learning to…
Descriptors: Game Based Learning, Teaching Styles, Instructional Effectiveness, Cooperative Learning
Nathan, Mitchell; Walkington, Candace; Swart, Michael – Grantee Submission, 2021
Findings synthesized across five empirical laboratory- and classroom-based studies of high school and college students engaged in geometric reasoning and proof production during single- and multi-session investigations (346 participants overall) are presented. The findings converge on several design principles for computer technologies to support…
Descriptors: Geometry, Mathematics Instruction, High School Students, Undergraduate Students
Luke Erickson – ProQuest LLC, 2018
The purpose of this study was to explore the educational outcomes of four different methods of instruction: a traditional slideshow control group, and an educational video game played either individually, competitively in small groups, or cooperatively in small groups. The instructional tool of interest was an educational video game designed to…
Descriptors: Teaching Methods, Visual Aids, Video Games, Competition
Smith, Spencer; Chan, Samantha – Journal of Science Education and Technology, 2017
This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied…
Descriptors: Video Games, Higher Education, Cooperative Learning, Engineering Education