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Showing 1 to 15 of 17 results Save | Export
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Zhang, Bo; Goodman, Lizbeth; Gu, Xiaoqing – SAGE Open, 2022
This study aims to help international students learn the language and cultural knowledge of their future study destination by collaborating with local students through coplaying games in online virtual rooms. Therefore, this study explores whether the 3D interactive game with specific contexts on a virtual platform can support intercultural…
Descriptors: Computer Games, Computer Simulation, Foreign Students, Second Language Learning
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Kirsi Syynimaa; Kirsi Lainema; Timo Lainema – International Journal of Technology in Education, 2024
The application of digital game-based learning (GBL) methods has lately received more attention in higher education (HE). An extensive body of previous investigations has recognised the potential of instructional games to advance the learning of appropriate work life skills. However, there seems to be a lack of understanding in the current…
Descriptors: Foreign Countries, Undergraduate Students, Game Based Learning, Educational Games
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Riivari, Elina; Kivijärvi, Marke; Lämsä, Anna-Maija – Educational Technology Research and Development, 2021
Our study examined using a computer-based learning game as a tool to facilitate teaching and learning teamwork skills. The game was applied to an undergraduate level human resource management course at a business school in Finland. We focused on students' experiences and key learning outcomes of collaborative learning of teamwork skills through…
Descriptors: Computer Games, Cooperative Learning, Teamwork, Teaching Methods
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Siem Buseyne; Amelie Vrijdags; Annelies Raes – International Journal of Designs for Learning, 2023
Collaborative Problem Solving (CPS) skills are receiving increased attention in the current workforce and in lifelong learning. In learning and labor contexts, successful teamwork is however not always guaranteed, due to several reasons, such as an unequal level of individual participation. Training in CPS for all groups is therefore needed.…
Descriptors: Problem Solving, Cooperative Learning, Labor Force Development, Teamwork
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tsai, Chi-Ruei; Tai, Kai-Hsin; Wu, Yu-Feng – International Journal of Science and Mathematics Education, 2020
According to social dilemma theory, students may be characterized as being indifferent to reciprocal behavior and disengaged from interacting with the board gaming process. Given a common goal, students' prosociality can affect the collective efficacy and goal achievement motivation that reflects their flow experience in a cooperative-competitive…
Descriptors: Prosocial Behavior, Goal Orientation, Structural Equation Models, Computer Games
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Yong, Su Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Game-Based Learning, 2019
This article explores the potential use metacognitive skills learned in computer games to teach mathematics. This study explored the similarities and differences in the learning of metacognitive skills between computer games and mathematics education. A mixed-methods approach was employed in which a quantitative survey (students, n=174) and a…
Descriptors: Metacognition, Thinking Skills, Skill Development, Computer Games
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Bossavit, B.; Parsons, S. – Journal of Computer Assisted Learning, 2018
Digital educational games research tends to lack ecological validity by not adequately taking into account the views and perspectives of children and young people with autism spectrum disorders (ASD). This paper is a pilot study that explores and analyses an academic-based educational game that was co-designed with and for young people with ASD.…
Descriptors: Autism, Outcomes of Education, Computer Games, Teaching Methods
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Wendel, Viktor; Krepp, Stefan; Gutjahr, Michael Oliver; Göbel, Stefan; Steinmetz, Ralf – International Journal of Game-Based Learning, 2015
In collaborative learning scenarios, the role of the instructor is vital. This aspect directly carries over to the concept of collaborative multiplayer Serious Games, where a group of players is learning together using a Serious Game. In this paper, the authors propose a novel approach for integration and support of instructors in collaborative…
Descriptors: Computer Games, Cooperative Learning, Questionnaires, Teacher Role
Warr, Melissa; West, Richard E. – Interdisciplinary Journal of Problem-based Learning, 2020
This article describes the implementation of an interdisciplinary design studio as a means to teach creative problem-solving through project-based learning. "Learning and Innovation Skills" has been designated as a core skill that students need to be successful in today's world, and project-based learning is one approach to helping…
Descriptors: Interdisciplinary Approach, Student Projects, Active Learning, Teaching Methods
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Chang, Shao-Chen; Hwang, Gwo-Jen – Interactive Learning Environments, 2017
In this study, a mission synchronization-based peer-assistance approach is proposed to improve students' learning performance in digital game-based learning activities. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science course to examine the participants' learning…
Descriptors: Educational Games, Computer Games, Peer Relationship, Cooperative Learning
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Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities
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Salam, Abdus; Hossain, Anwar; Rahman, Shahidur – Malaysian Online Journal of Educational Technology, 2015
Games-based learning has captured the interest of educationists and industrialists who seek to reveal the characteristics of computer games as perceived by some to be a potentially effective approach for teaching and learning. Despite this interest in using games-based learning, there is a dearth of studies on the context of gaming and education…
Descriptors: Educational Games, Teaching Methods, Mathematics Instruction, Secondary School Mathematics
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Caton, Hope; Greenhill, Darrel – International Journal of Game-Based Learning, 2014
This paper describes how a gamified rewards and penalties framework was used to increase attendance and engagement in a level six undergraduate computing module teaching game production. The framework was applied to the same module over two consecutive years: a control year and a trial year. In both years the tutor, assignments and assessment…
Descriptors: Undergraduate Students, Computer Science Education, Learning Modules, Attendance
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Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu – IEEE Transactions on Education, 2013
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Descriptors: Cooperative Learning, Learning Motivation, Computer Games, Educational Technology
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Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy – Journal of Research on Technology in Education, 2014
Pair programming is a strategy that grew out of industry and has shown promise for performance and retention in computer programming courses at universities and in industry. In this study, we examine whether pair programming is effective in K-12, what it is effective for, and how partners influence each other. We collected the data from 320 middle…
Descriptors: Teaching Methods, Programming, Middle School Students, Computer Games
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