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Forrer, Don; Bechtel, Stephanie; Brown, Kendra; Mabesa, Jose, Jr.; Gunn, Linda; Hayes, Richard L.; Fall, Lisa; Wilmore, Todd – Journal of College Teaching & Learning, 2019
This interactive, cross-disciplinary research explores face-to-face and online strategies for faculty to deploy in the classroom that encourage connections beyond forced engagement methodologies commonly used. Concentration is on methods of connecting that are "out of the mainstream" and benefit both students and faculty. Findings…
Descriptors: Online Courses, Teaching Methods, Learner Engagement, Teacher Student Relationship
Azman, Hazita; Dollsaid, Nurul Farhana – Arab World English Journal, 2018
This article explores the use of massively multiplayer online games (MMOGs) as a type of serious games that have English as a Foreign Language (EFL) learning potentials. It highlights evidence from a case study which investigated the effects of role-playing in MMOGs on communication behaviours among EFL game players. Additionally, findings from…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Game Based Learning
Kurtz, Holly; Lloyd, Sterling; Harwin, Alex; Chen, Victor; Gubbay, Natalie – Editorial Projects in Education, 2021
Student engagement is a longstanding concern among educators. The issue became even more urgent in March of 2020, when U.S. schools shut down to slow the spread of the novel coronavirus, forcing millions of American students and teachers to engage in remote learning for the very first time. Although some students thrived in the new environment,…
Descriptors: Learner Engagement, Student Surveys, Teacher Surveys, National Surveys
Bozkur, Eyüp – International Journal of Progressive Education, 2019
Values are concepts that influence and direct individuals' behaviors. Because values directly influence society's structure, values education also takes an important place. Both children's games and values education have a structure that can diversify values education and make it entertaining during learning. In this study, it was aimed to reveal…
Descriptors: Values Education, Educational Games, Teacher Attitudes, Computer Games
Magnussen, Rikke; Hamann, Villads Dalby; Stensgaard, Anne Gro – Electronic Journal of e-Learning, 2019
In this paper, we present the project, Community Drive, as well as the theoretical and empirical background on which the project is based. Through technical and humanistic collaboration, the project aims to create models that allow children and young people to participate in overcoming future challenges in cities by becoming active and…
Descriptors: Data Use, Early Adolescents, Foreign Countries, College School Cooperation
Barr, Matthew – Online Submission, 2017
This study measured the effects of playing commercial video games on the development of the desirable skills and competences sometimes referred to as 'graduate attributes'. Undergraduate students in the Arts and Humanities were randomly assigned to either an intervention or a control group. Previously validated, self-report instruments to measure…
Descriptors: Video Games, Skill Development, Job Skills, Undergraduate Students
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Akayuure, Peter; Ali, Clement Ayarebilla – Online Submission, 2016
One major drawback to the curriculum demand for the use of indigenous games in mathematics classrooms is the inability of most teachers to identify the mathematics in these games and consequently incorporate them when teaching specific mathematics content. The primary purpose of the study is therefore to analyze and show how the indigenous…
Descriptors: Junior High School Students, Indigenous Knowledge, Teaching Methods, Mathematics Instruction
Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
Agarwal, Chesta; Chakraborty, Pinaki – Education and Information Technologies, 2019
Widespread use of English in the academia and in business is leading an increasing number of people to learn it as a second or a foreign language. Computer aided pronunciation training (CAPT) systems are used by non-native English speakers for improving their English pronunciation. A typical CAPT tool records the speech of a learner, detects and…
Descriptors: Educational Technology, Technology Uses in Education, English for Academic Purposes, English for Special Purposes
Winthrop, Rebecca; Ziegler, Lauren; Handa, Rhea; Fakoya, Foluyinka – Center for Universal Education at The Brookings Institution, 2019
Humans are born with the natural ability to gain skills through play. Children learn about social norms, roles and responsibilities, and language through curiosity-driven, playful interactions and activities. Learning through play harnesses the power of children's imagination and inspires active engagement with the material. The Center for…
Descriptors: Play, Academic Achievement, Educational Innovation, Student Centered Learning
Mettis, Kadri; Väljataga, Terje – International Association for Development of the Information Society, 2018
Outdoor learning activities are very time consuming for teachers to prepare and difficult to manage, especially when the activity takes place in a non familiar environment for instance zoos. M-learning could help teachers to conduct outdoor education by involving learners in the creation and orchestration of artefacts (game). For that it is…
Descriptors: Game Based Learning, Outdoor Education, Learning Activities, Telecommunications
Pinder, Patrice Juliet – Online Submission, 2016
Although game based learning (gbl) has been widely utilized by the military, education, marketing, and advertising sectors, its effectiveness as a learning strategy or training tool is still unclear (Ariffin, Oxley, & Suliman, 2014). The present study addresses this gap and examines the effectiveness of using game based learning in primary…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Elementary Education
Hobbs, Laura; Hartley, Calum; Bentley, Sophie; Bibby, Jordan; Bowden, Lauren; Hartley, Jackie; Stevens, Carly – Educational & Child Psychology, 2020
Aims: To gain practice-based insights, we evaluated outcomes from a science-themed Minecraft Club for children with Special Educational Needs over a four-year period. Science topics were introduced, followed by themed building in Minecraft in a multi-player setting. Particular focus was placed on the benefits of playing a shared-interest game in a…
Descriptors: Extracurricular Activities, Special Needs Students, Special Education, Game Based Learning