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Jensen, Erik Ottar; Hanghøj, Thorkild – Electronic Journal of e-Learning, 2020
This paper presents empirical findings from a qualitative study on Minecraft as a mathematical tool and learning environment. Even though Minecraft has been used for several years in classrooms around the world, there is a lack of detailed empirical studies of how students learn subject-related content by working with the game. This study is based…
Descriptors: Mathematics Instruction, Teaching Methods, Student Attitudes, Video Games
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Jensen, Camilla Gyldendahl – Journal of Problem Based Learning in Higher Education, 2017
"Virtual reality" adds a new dimension to problem-based learning (PBL) environments in the architecture and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with "Building Information…
Descriptors: Computer Simulation, Web 2.0 Technologies, Problem Based Learning, Teaching Methods
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Hanghøj, Thorkild; Lieberoth, Andreas; Misfeldt, Morten – British Journal of Educational Technology, 2018
Can the challenges encountered in cooperative video games encourage classroom inclusion? And can this experience be translated into curriculum engagement? This study describes a 3 week intervention with game-based learning activities in eight lower secondary classrooms (n = 190). The intervention combined the use of the co-op action role-playing…
Descriptors: Cooperative Learning, Secondary School Students, Role Playing, Educational Games
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Majgaard, Gunver – Electronic Journal of e-Learning, 2014
A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design. The aim was for students to develop a more critically…
Descriptors: Design, Computer Games, Programming, Computer Science Education
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Schonau-Fog, Henrik; Bjorner, Thomas – Bulletin of Science, Technology & Society, 2012
In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing…
Descriptors: Foreign Countries, Computer Games, Video Games, College Students
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Hansson, Thomas – Computer Assisted Language Learning, 2005
A pilot study at a local school explores a virtual world during English lessons. The objective of applying a Vygotskian experimental design to the study is to investigate the potential of software, interaction and integration related to problem-solving defined as text composition in a foreign language. Focus of research and practices is on the…
Descriptors: Interaction, Second Language Instruction, Integrated Activities, Video Games
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Sorensen, Birgitte Holm – Pedagogy, Culture and Society, 2005
This article focuses on the gap between the use of Information and Computing Technology (ICT) in schools and the use made of ICT in children's everyday life outside school. Particular emphasis is placed on the communities of practice that young people create through their use of digital technology. The article is based on data collected over five…
Descriptors: Communities of Practice, Information Technology, Foreign Countries, Educational Technology