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Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory – International Journal of Game-Based Learning, 2015
The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology
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Van Eck, Richard N.; Fu, Hongxia; Drechsel, Paul V. J. – Journal of Computing in Higher Education, 2015
Air traffic control (ATC) operations are critical to the U.S. aviation infrastructure, making ATC training a critical area of study. Because ATC performance is heavily dependent on visual processing, it is important to understand how to screen for or promote relevant visual processing abilities. While conventional wisdom has maintained that such…
Descriptors: Computer Simulation, Simulated Environment, Air Transportation, Traffic Safety
Snow, Erica L.; Allen, Laura K.; Jacovina, Matthew E.; McNamara, Danielle S. – Grantee Submission, 2015
When students exhibit control and employ a strategic plan of action over a situation they are said to be demonstrating agency (Bandura, 2001). The current work is comprised of two studies designed to investigate how agency manifests within students' choice patterns and ultimately influences self-explanation quality within the game-based system…
Descriptors: Performance, Decision Making, Video Games, Educational Games
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Nuninger, Walter; Châtelet, Jean-Marie – International Journal of Distance Education Technologies, 2018
The tremendous changes in the context of Higher Education motivate the organization to integrate new innovative Information Communication Technology (ICT) solutions to comply with quality challenge. This affects the trainers in their practices, looking for pedagogical tools to integrate into the course. In the framework of distance learning or…
Descriptors: Educational Technology, Technology Uses in Education, Video Technology, Multimedia Instruction
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Lay, Ah-Nam; Osman, Kamisah – Journal of Education in Science, Environment and Health, 2018
The purpose of this study is to investigate the effect of Malaysian "Kimia" (Chemistry) Digital Games (MyKimDG) module on students' achievement and motivation in chemistry as well as 21st century skills. Chemistry education in Malaysia should put greater emphasis on combination of cognitive, sociocultural and motivational aspects to…
Descriptors: Foreign Countries, Chemistry, Video Games, Science Achievement
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Salavati, Maryam; Salehi, Hadi – Universal Journal of Educational Research, 2016
This study aimed at investigating the impact of Instructional Video Games (IVGs) on the vocabulary retention of Iranian language learners. To do so, 32 male and 43 female, between the ages thirteen to thirty one years old, in Padideh Derakhshan Institute, Sahinshahr, Isfahan, Iran were selected as a whole population. First, the World English…
Descriptors: Foreign Countries, Video Games, Educational Technology, Technology Uses in Education
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Ebrahimzadeh, Mohsen; Alavi, Sepideh – Teaching English with Technology, 2017
The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, High School Students
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Reynolds, Barry Lee – Language Learning Journal, 2017
This article reports on an investigation of the suitability of mobile vocabulary games for inducing a state of incidental vocabulary acquisition. Draw Something, a social digital drawing game in which players draw and guess words, was selected as a focus for this investigation. Results from an exploratory factor analysis of the questionnaire data…
Descriptors: Educational Games, Vocabulary Development, Educational Technology, Technology Uses in Education
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Walkington, Candace; Nathan, Mitchell J.; Woods, Dawn M. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2017
Research in mathematics education has established that gestures--spontaneous movements of the hand that accompany speech--are important for learning. In the present study, we examine how students use gestures to communicate with each other while proving geometric conjectures, arguing that this communication represents an example of extended…
Descriptors: Mathematics Instruction, Nonverbal Communication, Teaching Methods, Geometry
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Dunwell, Ian; Lameras, Petros; de Freitas, Sara; Petridis, Panos; Hendrix, Maurice; Arnab, Sylvester; Star, Kam – International Journal of Game-Based Learning, 2014
In an evolving global workplace, it is increasingly important for graduates and school-leavers to possess an understanding of the job market, their relevant skills, and career progression paths. However, both the marketplace and career paths are becoming increasingly dynamic, with employees more frequently moving between sectors and positions than…
Descriptors: Career Guidance, Adolescents, Computer Games, Video Games
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Ma, Yuxin; Williams, Doug; Prejean, Louise – Journal of Interactive Learning Research, 2014
Advocates of electronic educational games often cite the work on motivation to support the use of games in education. However, motivation alone is inadequate to facilitate learning. Many of the educational games that focused their game design solely on the motivational effect failed to be either educational or entertaining. Theory and research is…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Effectiveness
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Jenny, Seth E.; Schary, David – International Journal of Technology in Teaching and Learning, 2014
This mixed-methods study investigated whether playing the video game "Madden NFL" can: (a) assist someone in learning about American football, and (b) influence someone wanting to watch or play American football. International university students with little knowledge of the sport were randomly assigned into the control group (CG) (n =…
Descriptors: Teaching Methods, Team Sports, Video Games, Foreign Students
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Haas, Leslie, Ed.; Tussey, Jill, Ed. – IGI Global, 2021
The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of…
Descriptors: Story Telling, Elementary Secondary Education, Popular Culture, Video Games
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An, Yun-Jo; Cao, Li – International Journal of Game-Based Learning, 2017
In order to better understand teachers' perspectives on the design and development of digital game-based learning environments, this study examined the characteristics of digital learning games designed by teachers. In addition, this study explored how game design and peer critique activities influenced their perceptions of digital game-based…
Descriptors: Qualitative Research, Computer Games, Video Games, Design
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Cattik, Melih; Odluyurt, Serhat – Turkish Online Journal of Educational Technology - TOJET, 2017
The objective of this study was to teach digital gaming skills to children with autism spectrum disorder (ASD) using a SMART board with a graduated guidance teaching method in a small-group instructional format, to determine the participants' levels of learning by observation, and to determine the views of their families on the conducted…
Descriptors: Video Games, Autism, Pervasive Developmental Disorders, Teaching Methods
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