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Kai Pata; Kristi Jüristo; Matej Zapušek; Nathalie Leiba; Sanja Popovic Pantic; Vladan Devedzic; Sonja Radenkovic; Mirjana Devedzic; Marija Blagojevic; Danijela Miloševic – International Association for Development of the Information Society, 2023
This paper demonstrates the design as a hypothesis framework for developing cross-university students and mentors, and rural youth (aged 18-30) and regional business ecosystems capacity building practice approaches to support sustainable development goals. To support university students', mentors and the business partners' engagement and building…
Descriptors: Capacity Building, Rural Youth, Higher Education, Mentors
Armanto Sutedjo – ProQuest LLC, 2023
Digital Game-Based Learning (DGBL) demonstrated a positive impact on students' motivation, engagement, knowledge acquisition, and many other areas. However, all the benefits DGBL can offer for the classroom do not seem to be enticing enough to persuade classroom instructors to implement DGBL in their classroom. There is a disconnect between…
Descriptors: Teaching Methods, Mathematics Instruction, Computer Games, Game Based Learning
Luongo, Nicole – Teacher Educators' Journal, 2023
This article connects the Teacher Educator Technology Competencies (TETCs) to specific technology tools, applications and resources that can be employed in PK-12 and higher education classrooms. The author introduces the TETCs and suggests technology tools for active use by teacher educators and teacher candidates. The article presents various…
Descriptors: Teacher Educators, Technological Literacy, Competence, Faculty Development
Jason Krell; Patrick K. Dolecki; Anderson Todd – Journal of Attention Disorders, 2023
Objective: To determine whether in situ neurofeedback training can be used as a tool to build sustained attention in the general student population and whether gains in attention translate to more effective work habits and learning skills. Method: Students participated in attention training game-based neurofeedback in situ for a period of 35…
Descriptors: Attention, Training, Game Based Learning, Program Effectiveness
Maria Diez-Ortega – ProQuest LLC, 2023
Research in digital game-based language learning (DGBLL) has shown support for the use of games to develop linguistic knowledge and social skills in the second language (L2) classroom (Cornillie et al., 2012c; Reinhardt, 2019; Sykes & Reinhardt, 2013). Digital games often align with the definition of tasks, but not many have been intentionally…
Descriptors: Game Based Learning, Second Language Learning, Video Games, Technology Uses in Education
Lúcia Pombo – Education & Training, 2023
Purpose: This paper provides a general review related to a wider project, aimed at developing a mobile game-based app on Education for Sustainable Development within a smart learning city environment. It aims to address guidelines for a new action-oriented transformative pedagogy that is essential for the development of key competencies for…
Descriptors: Game Based Learning, Electronic Learning, Educational Technology, Telecommunications
Jessica Mercer Young; Kristen E. Reed; Heidi Rosenberg; Janna F. Kook – Grantee Submission, 2023
Differences in children's mathematics knowledge are evident at kindergarten entry, favoring children who have greater access to economic resources. Fostering preschoolers' mathematics learning at home and in classroom settings, through games and other developmentally appropriate activities, is of great interest to educators, early childhood…
Descriptors: Preschool Children, Early Intervention, Preschool Education, Mathematics Instruction
Elkins, Aaron, J.; Hollister, Jonathan M. – Journal of Education for Library and Information Science, 2020
Gaming provides a number of social and educational benefits, and while games are present to an extent in American libraries, content related to supporting games and gaming in libraries is largely lacking in library programs in the United States. The researchers used a survey to determine factors that affected LIS educators' inclinations to include…
Descriptors: Game Based Learning, Library Education, Curriculum Evaluation, College Faculty
Maurer, Karsten; Hudiburgh, Lynette; Werwinski, Lisa – Teaching Statistics: An International Journal for Teachers, 2020
Learning the fundamentals of probability and random variables can be a struggle for many students. Games by their nature require active participation and reward mastery, lending naturally to the framework of active learning. In this study, we designed and evaluated the efficacy of a lab activity using a game where strategy hinges on sums of dice…
Descriptors: Word Problems (Mathematics), Games, Game Based Learning, Instructional Effectiveness
Sailer, Michael; Homner, Lisa – Educational Psychology Review, 2020
This meta-analysis was conducted to systematically synthesize research findings on effects of gamification on cognitive, motivational, and behavioral learning outcomes. Results from random effects models showed significant small effects of gamification on cognitive (g = 0.49, 95% CI [0.30, 0.69], k = 19, N = 1686), motivational (g = 0.36, 95% CI…
Descriptors: Educational Games, Game Based Learning, Cognitive Processes, Student Motivation
Michael Horn; Pryce Davis; Amartya Banerjee; Reed Stevens – International Journal of Designs for Learning, 2020
Confronting issues of global climate change will require creative approaches to energy consumption across a range of human activities. This design case looks at the evolution of a physical/digital hybrid board game that we created to encourage families to reflect on household energy consumption and environmental sustainability. Design in this…
Descriptors: Game Based Learning, Energy Conservation, Climate Control, Educational Games
Arboleya-García, Elena; Miralles, Laura – Education Sciences, 2022
Games are a proven tool for learning at all ages and in many contexts. They increase the attractiveness of learning processes through arousing interest and enhancing motivation, and aid with the development of social skills. Educational games provide teachers with different approaches to teaching. 'The Game of the Sea' is an interdisciplinary…
Descriptors: Educational Games, Marine Biology, Oceanography, Teaching Methods
Fu, Qing-Ke; Zou, Di; Xie, Haoran; Cheng, Gary; Hwang, Gwo-Jen – Education and Information Technologies, 2022
Digital games have become increasingly popular. However, many teachers may not have relevant knowledge and experience of designing and implementing digital game-based teaching in formal classrooms. This study proposed a collaborative design approach to facilitate pre-service teachers' abilities of designing for learning with a digital game. To…
Descriptors: Computer Games, Instructional Design, Constructivism (Learning), Teaching Methods
Khan, Manzoor Ahmed; Merabet, Adel; Alkaabi, Shamma; El Sayed, Hesham – Education and Information Technologies, 2022
Computer security competitions have been playing a significant role in encouraging students to get into cybersecurity, as well as enhancing the cybersecurity education system. The level of difficulty of the computer security tasks could be intimidating for most students and learners, one of the reasons there has been a shortage of cybersecurity…
Descriptors: Computer Security, Information Security, Risk, Outcomes of Education
Udeozor, Chioma; Russo Abegão, Fernando; Glassey, Jarka – Journal of Educational Computing Research, 2022
The growing interest in the use of digital games for education resulted in the expansion of the field of game-based learning. There have been several research on the perceptions and attitudes of students towards the use of games for learning. These studies have tried to understand what students make of the use of digital games for learning, as it…
Descriptors: Game Based Learning, Computer Games, Engineering Education, Student Attitudes