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Rebecca Y. Bayeck – British Journal of Educational Technology, 2024
Computational thinking is a necessary skill for the 21st century. While previously examined in computer-rich settings, researchers are increasingly studying computational thinking in unplugged environments such as board games. Focusing on the African board game "Songo," this study shows that computational thinking practices are embedded…
Descriptors: Computation, Thinking Skills, Games, Cultural Context
Egan, John D. – New Directions for Student Leadership, 2022
To advance games as a teaching strategy, leadership educators may benefit from a common understanding of associated terms. However, achieving this purpose is complicated by no agreed upon definition of game and scholarly debate around terms such as gamification. This article explores gaming terms and proposes a framework intended to provide a…
Descriptors: Leadership Training, Teaching Methods, Games, Definitions
Stephanie Jeanelle Kinzinger – ProQuest LLC, 2024
This dissertation examines the possibilities and anxieties that attend a notion haunting Western thought since at least Kant--that reality itself is a revisable construct, a kind of collective game with social and physical rules that simultaneously delimit and solicit radical interactivity. Investigating experiments in the gamification of reality…
Descriptors: Philosophy, Phenomenology, Experience, Games
Ho, Jana Chi-San; Hung, Yu-Sheng; Kwan, Letty Y.-Y. – Education and Information Technologies, 2022
This study is a meta-analytical study that examines the effectiveness of gamification in learning performance in educational settings (n = 29; year-span = 2011-2019). Specifically, it aimed to investigate (a) whether gamification could improve learning performance, and (b) whether peer interaction (i.e., peer competition and peer collaboration)…
Descriptors: Peer Relationship, Competition, Game Based Learning, Instructional Effectiveness
Lusia Maryani Silitonga; Budi Dharmawan; Astrid Tiara Murti; Ting-Ting Wu – Journal of Educational Computing Research, 2024
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as…
Descriptors: Entrepreneurship, Intention, Competence, Simulation
Justen O'Connor; Laura Alfrey; Dawn Penney – Physical Education and Sport Pedagogy, 2024
Background: Through changing the way games are represented, classification systems have increased possibilities for teaching game forms beyond structured adult and singular official versions of popular sports. At the time of inception, the four-game form approach to classification (target, net/wall, striking/fielding, and invasion games) enabled…
Descriptors: Physical Education, Games, Athletics, Classification
Micael Sousa – Educational Media International, 2024
Board gaming is a popular activity, growing despite all the pressures of digitalization. People are gathering to play socially. Besides this ludic movement, modern board games can be used directly or adapted to achieve other goals beyond entertainment, approaching serious game methods as a modding exercise. This paper describes a process where a…
Descriptors: Games, Adult Learning, Informal Education, Employees
Brian Alvin Hananto – International Journal of Designs for Learning, 2024
Project-based learning is an effective method for students' learning design. For the "Graphic Design for Interactive Entertainment" elective course, the author uses project-based learning to teach UI and UX design to Universitas Pelita Harapan's Visual Communication Design Department students. For the project, the author designed a game…
Descriptors: Foreign Countries, Communications, Design, Active Learning
Frank Devereux; Enda Whyte; Nathan Gavigan; Siobhan O'Connor – European Physical Education Review, 2024
Despite calls for injury prevention exercise programmes (IPEPs) to move to school settings for the general adolescent population, current research has had mixed outcomes regarding their efficacy in schools as many of the traditional barriers to IPEP implementation still exist, for example, lack of engagement with the programme. A games-based…
Descriptors: Physical Education, Secondary Education, Injuries, Prevention
Banter, John N.; Egan, John D.; Burton, Susan – New Directions for Student Leadership, 2022
Why should leadership educators trouble themselves in creating or implementing games for leadership learning? This chapter justifies the use of games as a teaching strategy in leadership education by exploring three rationales. First, games can be meaningfully tied to specific learning theories. Second, games provide motivation for learning, and…
Descriptors: Leadership Training, Games, Game Based Learning, Teaching Methods
Feng, Mengmeng; Zhou, Guangdong – International Journal of Behavioral Development, 2023
This study investigated the longitudinal trajectories of peer rejection and their predictive effects on Internet gaming addiction among Chinese children. The sample comprised 818 students from Grades 1 to 3 (M = 8.30, SD = 1.11, 51.3% boys). Peer rejection was assessed using peer nominations in five waves over a period of 2.5 years, and Internet…
Descriptors: Foreign Countries, Elementary School Students, Grade 1, Grade 2
Kapoor, Sakshi Kumari; Subida, Marietta – International Journal of Educational Methodology, 2023
Online game addiction and psychological distress are two continuously developing problems in the Philippines, with Filipinos aged 18 to 24 being the second largest age group to overuse interactive online-related games. This sequential explanatory mixed method study aimed to assess the young adults' gaming addiction and perceived psychological…
Descriptors: Games, Addictive Behavior, Psychological Patterns, Foreign Countries
Katirci, Nihal – ProQuest LLC, 2023
This dissertation seeks to investigate how digital gestures connect to students' mathematical understanding when playing "From Here to There!" (FH2T). This investigation explores the intersection of three fields, game-based learning, embodied cognition, and mathematics education. I used three studies which break down the different…
Descriptors: Mathematics Skills, Cognitive Processes, Game Based Learning, Mathematics Education
Kevin McCaughey; Rick Rosenberg – English Teaching Forum, 2024
Authors Kevin McCaughey and Rick Rosenberg demonstrate techniques for using board games to stimulate student-centered language practice that is flexible, productive, engaging, and fun. The article includes tips for efficient game play and for using games with a variety of levels and class sizes. The authors show that playing board games for…
Descriptors: Game Based Learning, Second Language Learning, Student Centered Learning, English (Second Language)
Zhenzhen Qi – ProQuest LLC, 2023
In the age of computing, we rely on software to manage our days, from the moment we wake up until we go to sleep. Software predicts the future based on actualized data from the past. It produces procedures instead of experiences and solutions instead of care. Software systems tend to perpetuate a normalized state of equilibrium. Their application…
Descriptors: Computer Simulation, Video Games, Visual Aids, Computer Games

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