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Krom, Cynthia L. – Journal of Management Education, 2012
This article explores the use of the free Zynga computer game FarmVille, which is played in conjunction with Facebook[R], to facilitate active learning in a managerial accounting course. Results indicate that it invokes an improved understanding of the accounting content, particularly among nonaccounting majors; a high level of student…
Descriptors: Nonmajors, Assignments, Accounting, Active Learning
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Kimiecik, Jay C. – American Journal of Play, 2016
The author uses his father's autobiographical writings about the small-town, baseball experiences of his youth as background for discussing the significant cultural shifts that have dramatically changed the nature of the game from a free-play experience for neighborhood kids to an organized youth-league sport. In contrast to his father's day, the…
Descriptors: Fathers, Autobiographies, Team Sports, Play
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Berson, Ilene R.; Berson, Michael J.; Snow, Bert – Social Education, 2017
Game-based learning not only contributes to a learning environment that is interesting and engaging for students but also fosters collaboration while meeting educational goals. Recognizing the potential of digital games to promote primary-source use for discovery and problem-solving, the Library of Congress established funding to advance the…
Descriptors: Primary Sources, Computer Software, Computer Assisted Instruction, Educational Games
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Smith, Maverick E.; Loschky, Lester C.; Bailey, Heather R. – Cognitive Research: Principles and Implications, 2021
How does viewers' knowledge guide their attention while they watch everyday events, how does it affect their memory, and does it change with age? Older adults have diminished episodic memory for everyday events, but intact semantic knowledge. Indeed, research suggests that older adults may rely on their semantic memory to offset impairments in…
Descriptors: Older Adults, Knowledge Level, Goal Orientation, Aging (Individuals)
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Scholes, Laura; Jones, Christian; Stieler-Hunt, Colleen; Rolfe, Ben – International Journal of Inclusive Education, 2014
In spite of research demonstrating conceptual weakness in many child sexual abuse (CSA) prevention programmes and outdated modes of delivery, students continue to participate in a diversity of initiatives. Referring to the development of a games-based approach to CSA prevention in Australia, this paper examines empirically based attributes of…
Descriptors: Educational Games, Teaching Methods, Child Abuse, Sexual Abuse
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Tucker-Raymond, Eli; Puttick, Gillian; Cassidy, Michael; Harteveld, Casper; Troiano, Giovanni M. – International Journal of STEM Education, 2019
There have been increasing calls for integrating computational thinking and computing into school science, mathematics, and engineering classrooms. The learning goals of the curriculum in this study included learning about both computational thinking and climate science. Including computer science in science classrooms also means a shift in the…
Descriptors: Educational Technology, Technology Uses in Education, Environmental Education, Science Education
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Stanley, Graham; Mawer, Kyle – TESL-EJ, 2008
The term serious game is often used to refer to "games used for training, advertising, simulation, or education." In this article, the authors use the term computer game in its broadest sense, believing it to encompass the broad spectrum of what is usually referred to now as all digital gaming (video games, console games, online games, etc.). They…
Descriptors: Video Games, Internet, Second Language Learning, Language Teachers
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Reese, Debbie Denise – British Journal of Educational Technology, 2015
The "Selene: A Lunar Construction GaME" instructional video game is a robust research environment (institutional review board approved) for investigating learning, affect, and the CyGaMEs Metaphorics approach to instructional video game design, embedded assessment, and informatics analysis and reporting. CyGaMEs applies analogical…
Descriptors: Video Games, Educational Technology, Research, Design
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Luccasen, R. Andrew; Thomas, M. Kathleen – Journal of Economic Education, 2010
Undergraduate students are often interested in applications of economic principles. Although popular television shows and movies are not real-world examples, drawing from these sources can motivate disinterested students and provide a pedagogical tool that enhances instruction. In this article, the authors discuss several basic introductory…
Descriptors: Economics, Theory Practice Relationship, Undergraduate Students, Television
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Humphrey, Neil; Hennessey, Alexandra; Ashworth, Emma; Frearson, Kirsty; Black, Louise; Petersen, Kim; Wo, Lawrence; Panayiotou, Margarita; Lendrum, Ann; Wigelsworth, Michael; Birchinall, Liz; Squires, Garry; Pampaka, Maria – Education Endowment Foundation, 2018
The Good Behaviour Game (GBG) is a universal behaviour management intervention that aims to to improve pupil behaviour with the following core elements: classroom rules, team membership, monitoring of behaviour, and positive reinforcement (rewards). While it is primarily used with children in primary schools, it can also be implemented in early…
Descriptors: Student Behavior, Behavior Modification, Intervention, Games
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Free, Nicholas; Menendez, Hector M., III; Tedeschi, Luis O. – Education and Information Technologies, 2022
The lack of real-life experiences, such as handling livestock at a production facility (e.g., ranch), exists for a variety of reasons such as availability, liability, time, and cost, amongst others. As more students enter undergraduate animal science programs without prior exposure to animal handling, the necessity for more hands-on, real-life…
Descriptors: Educational Games, Animal Husbandry, Experiential Learning, Undergraduate Students
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Cavanaugh, Dena M.; Clemence, Kimberly J.; Teale, Mikaila M.; Rule, Audrey C.; Montgomery, Sarah E. – Early Childhood Education Journal, 2017
This study explored the effects of literacy-rich sociodramatic guided play on kindergarten student literacy performance and behavior. Kindergarten students of varying socioeconomic status attending two elementary schools in the same school district participated in this repeated measures, counterbalanced design study. Students received the mandated…
Descriptors: Elementary School Students, Emergent Literacy, Reading Tests, Reading Fluency
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Weppel, Sheri; Bishop, Mj; Munoz-Avila, Hector – Journal of Interactive Learning Research, 2012
Instructional games fluctuate between "restricted play" and "free play." Highly structured games with lots of corrective feedback can be less engaging, whereas unstructured games with minimal feedback can lead to frustration. This mixed methods, formative evaluation study investigated how designers might find the balance between too much and too…
Descriptors: Educational Games, Video Games, Computer Uses in Education, Scaffolding (Teaching Technique)
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Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce – International Journal of Game-Based Learning, 2016
Reason Racer is an online, rate-based, multiplayer game designed to engage middle school students in the knowledge and skills related to scientific argumentation. Several game features are included as design considerations unrelated to science content or argumentation. One specific feature, a competitive racing component that occurs in between…
Descriptors: Middle School Students, Educational Games, Grade 9, Games
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Bay-Hinitz, April K.; And Others – Journal of Applied Behavior Analysis, 1994
Aggressive and cooperative behaviors of 70 preschool children were measured during game conditions and subsequent free-play periods. Cooperative behavior increased and aggression decreased during cooperative games and free play; conversely, competitive games were followed by increases in aggressive behavior and decreases in cooperative behavior.…
Descriptors: Aggression, Behavior Patterns, Competition, Cooperation
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