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Hayse, Mark – Teaching Theology & Religion, 2018
In the undergraduate classroom, tabletop games can aid both teaching and learning -- especially when accompanied by debriefing exercises following gameplay. In particular, tabletop games enable undergraduate learners to practice the 21st century skills of collaboration, communication, and critical thinking. This qualitative study examines three…
Descriptors: Teaching Methods, Undergraduate Students, Learning Activities, Theological Education
Seow, Roderick Yang Terng; Betts, Shawn A.; Anderson, John R. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2021
How do humans adapt to parametric changes in a task without having to learn a new skill from scratch? Many studies of memory and sensorimotor adaptation have proposed theories that incorporate a decay on prior events, which leads the agent to eventually forget old experiences. This study investigates if a similar decay mechanism can account for…
Descriptors: Learning, Adjustment (to Environment), Change, Skill Development
Bauer, Malcolm; Wylie, Caroline; Jackson, Tanner; Mislevy, Bob; Hoffman-John, Erin; John, Michael; Corrigan, Seth – Journal of Applied Testing Technology, 2017
This paper explores the relation between formative assessment principles and their analogues in video games that game designers have been developing over the past 35 years. We identify important parallels between the two that should enable effective and efficient use of well-designed video games in the classroom as part of an overall learning…
Descriptors: Video Games, Evaluation Methods, Formative Evaluation, Design
Mercier, Maxence; Lubart, Todd – Journal of Creative Behavior, 2021
The current study aimed to investigate whether board games could be used to improve creative potential. Games have proven to be effective learning tools, and some studies have indicated positive links between creativity and other types of games, namely video games and role-playing games. However, less is known regarding board games' potential…
Descriptors: Games, Game Based Learning, Play, Instructional Effectiveness
Holmes, Shawn Y.; Annetta, Leonard; Crumb, Loni – Journal of Education in Science, Environment and Health, 2019
A computer-based simulation, Hazelton High at REST (HHR), with embedded performance-based assessments and Likert-type survey questions was created to assess preservice teacher recognition of racial and gender intolerant behaviors. The simulation was modeled after the Racial Ethical Sensitivity Test (REST), a reliable video-based assessment,…
Descriptors: Preservice Teachers, Science Teachers, Ethics, Gender Differences
Lucas, Terry – E-Learning and Digital Media, 2019
Animation can be used for various purposes such as for procedural and motor skill learning (i.e., dance, sports, and motor rehabilitation). In the context of visual design, this study explores the possible influence of realism (levels of visual detail) in animation at the cognitive stage of motor skill acquisition. Students (N = 64) with low-prior…
Descriptors: Realism, Psychomotor Skills, Difficulty Level, Animation
Girmen, Pinar; Kaya, Mehmet Fatih – International Journal of Instruction, 2019
The purpose of this research is to enrich the process of developing the basic language skills of 4th grade students with digital story activities and games based on the Flipped Classroom Model (FCM). This study was conducted with 4th grade students in a Turkish course. It was based on action research. The Turkish courses were prepared according to…
Descriptors: Blended Learning, Turkish, Teaching Methods, Learning Processes
Poy, Raquel; García, Marcos – Education for Information, 2019
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones.…
Descriptors: High School Students, Game Based Learning, Video Games, Role Playing
Chen, Yen-Chieh; Lu, Yu-Ling; Lien, Chi-Jui – Interactive Learning Environments, 2021
Students' engagement in a learning environment has been a crucial factor in evaluating the quality of learning and predicting their academic success. With technologies being more applied in science education for enhancing learning engagement, it is important to study how learning environments with different levels of technological engagement…
Descriptors: Technology Integration, Game Based Learning, Video Technology, Conventional Instruction
Price, Amy; Collins, Dave; Stoszkowski, John; Pill, Shane – Quest, 2018
Over the past decade, there has been ongoing debate relating to the use of suitable pedagogical approaches for designing learning environments to develop skillful games players. There has, however, been little consideration of the "digital age of learning" and the global success of the digital video game industry. Using the educational…
Descriptors: Team Sports, Video Games, Educational Technology, Technology Uses in Education
Hjort, Anders; Henriksen, Kristoffer; Elbæk, Lars – International Journal of Game-Based Learning, 2018
In the present article, we investigate the introduction of a cloud-based video analysis platform called Player Universe (PU). Video analysis is not a new performance-enhancing element in sports, but PU is innovative in how it facilitates reflective learning. Video analysis is executed in the PU platform by involving the players in the analysis…
Descriptors: Video Technology, Team Sports, Athletes, Feedback (Response)
Hester, Amy – ProQuest LLC, 2012
Few studies have documented the literacy activities in an after-school setting of affluent early adolescents assigned to remedial reading. This may be because these students are not considered to be at risk of academic failure. The out-of-school literacy activities of 3 sixth-grade students were examined in this qualitative research. Multiple data…
Descriptors: Early Adolescents, Literacy, Grade 6, Qualitative Research
Ukobizaba, Fidele; Nizeyimana, Gabriel; Mukuka, Angel – EURASIA Journal of Mathematics, Science and Technology Education, 2021
Students' ability to apply mathematical knowledge to various situations has been one of the major concerns in mathematics education research. However, little is known about the assessment strategies that have a substantial contribution to the development of mathematical problem-solving skills in kindergarten children through to upper secondary…
Descriptors: Mathematics Instruction, Problem Solving, Evaluation Methods, Research Reports
Rosengrant, David; Money, Philip; Beyer, Tracey; Alexander, Berkil – Physics Teacher, 2019
Some educators use what we call a "hook" as a key element in their lessons. We use "hooks" to get our students interested in what it is we are teaching. Many teachers have adopted the Next Generation Science Standards and establish the phenomena as the engine that drives scientific investigation and learning in the classroom.…
Descriptors: Teaching Methods, Video Games, Vignettes, Science Instruction
Jennett, Charlene; Papadopoulou, Sofia; Himmelstein, Jesse; Vaugoux, Alexandre; Roger, Vincent; Cox, Anna L. – International Journal of Game-Based Learning, 2017
Game jams, hackathons and similar group game creation events have become increasingly popular over the past decade (Fowler et al., 2015). They provide new and exciting opportunities for education and research. They foster creative thinking and innovation (Preston et al., 2012), and strengthen project management and communication skills (Smith…
Descriptors: Case Studies, Educational Games, Student Experience, Interdisciplinary Approach