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Showing 1 to 15 of 27 results Save | Export
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Valérie-D. Berner; Frank Niklas; Maria-Aikaterini Chatzaki; Katja Seitz-Stein – Educational Psychology, 2024
Empirical research highlights the benefits for the development of children's mathematical competencies when they play linear number board games with dice and receive feedback. We, therefore, investigated mathematical competencies in two training studies with six sessions and a 3 × 2 design. The sample in the first experiment consisted of N = 79…
Descriptors: Mathematics Skills, Educational Games, Elementary School Students, Foreign Countries
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Carmen Herrmann; Barbara Drechsel – Psychology Learning and Teaching, 2024
This report provides an example implementation of a "virtual gaming simulation" (VGS) in counseling seminars in teacher education as a tool for learning psychological conversation skills. The theory-practice seminar "Counseling language learners" in a blended learning environment includes the teaching of counseling…
Descriptors: Computer Simulation, Counseling, Seminars, Teacher Education Programs
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Sarah Kieferle; Iztok Devetak; Jane Essex; Sarah Hayes; Marina Stojanovska; Rachel Mamlok-Naaman; Silvija Markic – Journal of Chemical Education, 2024
Approaches for inclusive science teaching currently tend to focus on only one dimension of diversity at a time. This neglects the fact that diversity is multidimensional in nature, and the consideration of only one dimension of diversity can yield inclusive practices with limited scope. Therefore, the goal of the project "Diversity in Science…
Descriptors: Science Education, Inclusion, Informal Education, Foreign Countries
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Ekin, Cansu Cigdem; Gul, Abdulmenaf – International Journal of Technology in Education, 2022
This research aims to conduct a bibliometric study to describe how game-based educational research is structured and how it has evolved over time. For this purpose, bibliometric analysis has been used to analyze 4980 publications indexed by the Elsevier SCOPUS database between 1967 and May 2021. The related publications were evaluated by analyzing…
Descriptors: Bibliometrics, Game Based Learning, Educational Research, Publications
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Henrike Diekhoff – Cogent Education, 2024
The utilization of devices like iPads for video feedback has become increasingly popular and is now acknowledged as a valuable asset in PE. Nevertheless, existing research and implementation of video feedback have been primarily concentrating on particular skills. This study explores students' perceptions of video-supported debates in game-based…
Descriptors: Foreign Countries, Physical Education, Elementary School Students, Grade 6
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Anne Barwasser; Kerstin Nobel; Matthias Grünke – Journal of Educational Research and Practice, 2023
Literacy influences all aspects of life. Unfortunately, a rising number of students struggle with reading and spelling, which can result in enormous educational barriers. Difficulties in literacy accompanied by learning-related problem behavior can create additional risk factors. Effective interventions for these students should consider…
Descriptors: Elementary School Students, Grade 3, Reading Instruction, Literacy
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Czauderna, André; Budke, Alexandra – Education Sciences, 2020
This paper examines how digital strategy and management games that have been initially designed for entertainment can facilitate the practice of dynamic decision-making. Based on a comparative qualitative analysis of 17 games--organized into categories derived from a conceptual model of decision-making design--this article illustrates two ways in…
Descriptors: Decision Making, Computer Games, Game Based Learning, Geography Instruction
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Jacobs, Eva; Garbrecht, Oliver; Kneer, Reinhold; Rohlfs, Wilko – European Journal of Engineering Education, 2023
There is a lack of research on how game-based learning apps should be designed for engineering education. This paper addresses two research questions: What do engineering students expect from a learning app? Which educational approach and learning app design can meet these requirements? A survey revealed the particular demands of engineering…
Descriptors: Game Based Learning, Educational Games, Computer Oriented Programs, Engineering Education
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Ali, Lubna; Phung, Quang; Roepke, Rene; Schroeder, Ulrik – International Association for Development of the Information Society, 2022
Making education available to everyone is about opening new doors to the future world where people are living with their full abilities and potentials. This vision was acknowledged by UNESCO and it was one of the main motives for introducing Open Educational Resources (OER) in 2002. Over the last two decades, OER have made a positive impact on…
Descriptors: Open Educational Resources, Game Based Learning, Computer Games, Technology Uses in Education
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Agbo, Friday Joseph; Sanusi, Ismaila Temitayo; Oyelere, Solomon Sunday; Suhonen, Jarkko – Education Sciences, 2021
This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were collected from Web of Science and Scopus…
Descriptors: Computer Simulation, Computer Science Education, Educational Research, Research Methodology
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Dell'Aquila, Elena; Vallone, Federica; Zurlo, Maria Clelia; Marocco, Davide – Education Sciences, 2022
This study focuses on the behavior of interactive agents and how to ground their implementation in psychology and cognitive modeling to capture fundamental psycho-pedagogical elements to deliver an effective competency-based training and assessment tool for teachers, trainers, and educators working in the school context. The study describes the…
Descriptors: Computer Assisted Instruction, Soft Skills, Educational Technology, Role Playing
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Heemsoth, Tim; Boe, Leif; Bükers, Frederik; Krieger, Claus – Physical Education and Sport Pedagogy, 2022
Background: A topical research question is how pre-service teachers develop professional competencies with regard to game-centered approaches such as 'Teaching Games for Understanding' (TGfU). In this context, research on teacher education assumes reflection on teaching examples -- including real-life classroom practices -- to have positive…
Descriptors: Preservice Teachers, Preservice Teacher Education, Physical Education, Undergraduate Students
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Belova, Nadja; Zowada, Christian – Education Sciences, 2020
In recent years, serious games and game-based learning have received growing attention in educational contexts in general and science teaching and learning. They play an especially prominent role in higher education, where they are used to promote content knowledge as well as higher order cognitive skills and competencies such as communication,…
Descriptors: Educational Innovation, Game Based Learning, Higher Education, Misconceptions
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Rebelo, Sofia; Isaías, Pedro – Journal of Information Technology Education: Research, 2020
Aim/Purpose: As e-Learning becomes increasingly pervasive, students' engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement.…
Descriptors: Educational Technology, Electronic Learning, Learner Engagement, Game Based Learning
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Heumos, Tanja; Kickmeier-Rust, Michael D. – Electronic Journal of e-Learning, 2020
Digital games have been successfully applied for the treatment mental health problems such as stress disorders, traumatic disorders, or hyperactivity syndromes. Specifically the treatment of anxiety traits and anxiety disorders such as phobias have been in the focus of game-based treatments in the past. A societal challenge that is increasing in…
Descriptors: Game Based Learning, Mass Media Effects, Anxiety, Computer Games
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