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Full-Text Articles in Education

A Critical Review Of The Application Of Kolb's Experiential Learning Theory Applied Through The Use Of Computer Based Simulations Within Virtual Environments, 2000-2016, Daniel J. Grady Jan 2017

A Critical Review Of The Application Of Kolb's Experiential Learning Theory Applied Through The Use Of Computer Based Simulations Within Virtual Environments, 2000-2016, Daniel J. Grady

Legacy Theses & Dissertations (2009 - 2024)

This integrative research review aims to examine the application of Kolb’s theory of experiential learning through the use of simulations within virtual learning environments. It will first cover the framework of experiential learning as stated by Kolb, a learning theory that is finding new life within the context of simulations, role-playing games (RPGs), massive multiplayer role playing games (MMORPGs) and virtual environments. This analysis was conducted by making use of combined research strategies that focused specifically on both qualitative and quantitative reviews that utilized Kolb’s experiential theory of learning (ELT) within the context of the application of computer based simulations …


Using Game-Based Learning To Foster Critical Thinking In Student Discourse, Marc I. Cicchino Jan 2015

Using Game-Based Learning To Foster Critical Thinking In Student Discourse, Marc I. Cicchino

Interdisciplinary Journal of Problem-Based Learning

Previous research indicates the importance of student discourse in the construction of knowledge and the fostering of critical thinking skills, especially in the field of problem-based learning (PBL). Further, a growing body of research on game-based learning (GBL) draws parallels between playing certain types of games and the solving of ill-structured problems, citing similar conditions for learning (student centered, small student groups, teachers as facilitators, problems as vehicles for development), and similar learning outcomes (communication, problem-solving, critical thinking, collaboration) as PBL. However, there is a gap in understanding how GBL affects critical thinking as embodied by student discourse when implemented …


Profe, ¡No Quiero Leer! La Incidencia De Las Prácticas Evaluativas En El Placer De Leer En Estudiantes De Grado Sexto, Lucila Fuentes Espinosa, William Leonardo Ramírez Ortega, Diana Catalina Rozo Santana Jan 2015

Profe, ¡No Quiero Leer! La Incidencia De Las Prácticas Evaluativas En El Placer De Leer En Estudiantes De Grado Sexto, Lucila Fuentes Espinosa, William Leonardo Ramírez Ortega, Diana Catalina Rozo Santana

Maestría en Docencia

Desde la experiencia de los investigadores, la revisión de los antecedentes y los resultados de las pruebas nacionales e internacionales sobre lectura, surgen preocupaciones respecto al nivel de lectura, las preferencias lectoras y el valor que los estudiantes le dan al proceso lector en diferentes ámbitos sociales y educativos. Ésta investigación se inscribe en el campo de la investigación cualitativa, en la cual los objetos de estudio son las acciones sociales y educativas realizadas por los sujetos (profesores - estudiantes), respecto a las prácticas evaluativas de la lectura y el placer por leer. Se llevó a cabo con base en …


Game Design And Homemade Powerpoint Games: An Examination Of The Justifications And A Review Of The Research, Jason Paul Siko, Michael Barbour Feb 2013

Game Design And Homemade Powerpoint Games: An Examination Of The Justifications And A Review Of The Research, Jason Paul Siko, Michael Barbour

Education Faculty Publications

Research on educational games often focuses on the benefits that playing games has on student achievement. however, there is a growing body of research examining the benefits of having students design games rather than play them. Problems with game design as an instructional tool include the additional instruction on the programming language itself as well as the potential costs associated with new software. One way to mitigate these problems is to use Microsoft PowerPoint as game design software. While not intended for this purpose, MS PowerPoint is ubiquitous in schools and requires little additional instruction before students can design games. …


Using Games In A Foreign Language Classroom, Amy Talak-Kiryk Jan 2010

Using Games In A Foreign Language Classroom, Amy Talak-Kiryk

MA TESOL Collection

This independent professional project researches the value of games in a classroom setting. The research focuses on the educational benefits as well as on recommendations how to incorporate games into a learning environment. Also included are games that can be used in a foreign language classroom to enhance student learning. The games were developed by various sources and used in a Spanish classroom in an American high school with teenagers ages fourteen to eighteen.


Educational Games Increase Learning Effectiveness: A Case Study, Shonda R. Hoyt Apr 2008

Educational Games Increase Learning Effectiveness: A Case Study, Shonda R. Hoyt

All Graduate Projects

Educators of all age groups-whether they be elementary, secondary, or postsecondary- have long recognized and known that there is a strong connection between student engagement in the learning process and student success. Given the environment in which we teach in today, with its growing diversity, larger class sizes, increased focus on high-stakes testing, and ever- expanding poverty levels, it is essential that teachers incorporate new teaching techniques into their classrooms as a tool for better engaging students in their own learning. To that end, this paper reviews the purported benefits of educational games in the classroom setting as a tool …