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Full-Text Articles in Education

Gamification And Player Profiles Among Faculty In Mexico, Álvaro Antón-Sancho, Diego Vergara, Lorena Rodríguez-Calzada Oct 2023

Gamification And Player Profiles Among Faculty In Mexico, Álvaro Antón-Sancho, Diego Vergara, Lorena Rodríguez-Calzada

Higher Learning Research Communications

Objectives: Analysis of the player profiles of professors is a fruitful line of research because player profiles may influence the design of gamified situations. We studied a sample of 243 university professors in Mexico to analyze the player profiles with which they identify and those they consider most effective didactically in gamified situations.

Method: Descriptive quantitative research was used to analyze the distributions of the responses to a questionnaire given to a group of 243 professors from different Mexican universities. These responses have been statistically analyzed by computing the proportions of player profile choices and applying Pearson’s chi-square test of …


Climate Change, Admin Stem For Success Apr 2023

Climate Change, Admin Stem For Success

STEM for Success Showcase

This lesson plan teaches students about climate change and its effect on animals and insects. Students can then participate in a climate change fact or myth game and a climate change Pictionary game.


Analyzing The Effects Of Video Games On Social Anxiety And Communication, Ana S. Quigley Jan 2023

Analyzing The Effects Of Video Games On Social Anxiety And Communication, Ana S. Quigley

Senior Projects Spring 2023

Those with high levels of social anxiety can struggle with their communication skills, and confidence in communication. By using a virtual platform such as Zoom to communicate with others, individuals with social anxiety have shown decreased levels of anxiety, even noting that they prefer the virtual platform over face-to-face encounters (Yen et al., 2012). Video games can increase this level of anonymity that could be felt through zoom, by removing the ability to see the other individual’s face. This gives video games the opportunity to decrease anxiety levels while still requiring a degree of communication. Participants will be randomly sorted …


Pursuing Perceptions: Exploring Ease Of Use, Usefulness, Relevance, Self-Efficacy, And Past Experiences To Describe Influences On Elementary Teachers’ Acceptance Of Digital Game-Based Materials, Andrew L. Simpson Jul 2022

Pursuing Perceptions: Exploring Ease Of Use, Usefulness, Relevance, Self-Efficacy, And Past Experiences To Describe Influences On Elementary Teachers’ Acceptance Of Digital Game-Based Materials, Andrew L. Simpson

Theses and Dissertations

There are many acceptance factors that might influence teachers’ intent to create instruction supplemented or enhanced with digital game-based materials (DGBM). A mixed-methods exploration of five research questions was used to describe how teachers’ perceived ease of use, self-efficacy beliefs, opinions about usefulness, perceptions of relevance, and past experiences informed their acceptance of digital game-based materials. This research study took place at Hill Street Elementary School, which is a suburban K-5 school within the Kaia County School District. Data collection was conducted using a survey, one-on-one interviews, and fieldnotes. A purposeful sample of nine interview participants from grades K-4, and …


Pengembangan Media Pembelajaran Game Dungeon Of Math Matter Berbasis Adobe Flash Untuk Kelas Vii, Sri Sulasteri, Asmuliana Asmuliana, Andi Dian Angriani, Fitriani Nur Dec 2021

Pengembangan Media Pembelajaran Game Dungeon Of Math Matter Berbasis Adobe Flash Untuk Kelas Vii, Sri Sulasteri, Asmuliana Asmuliana, Andi Dian Angriani, Fitriani Nur

PYTHAGORAS : Jurnal Matematika dan Pendidikan Matematika

Perkembangan teknologi memberikan pengaruh besar terhadap dunia pendidikan, seperti penggunaan media pembelajaran yang berupa game edukasi untuk memotivasi dan menarik minat belajar peserta didik. Tujuan penelitian ini untuk mengembangkan dan menerapkan media pembelajaran game DOMM (Dungeon of Math Matter) berbasis Adobe Flash dengan materi bilangan bulat dan himpunan untuk kelas VII yang valid, praktis, dan efektif. Penelitian ini merupakan jenis penelitian dan pengembangan (Research and Development) dengan menggunakan model pengembangan ADDIE. Produk yang dikembangkan berupa media pembelajaran game DOMM yang diuji cobakan pada peserta didik kelas VII di SMP daerah Belawa, Kabupaten Wajo. Berdasarkan hasil uji …


Forming National Pride And Speech Activity In Preschool Children Through National Games, G. Temurova Oct 2021

Forming National Pride And Speech Activity In Preschool Children Through National Games, G. Temurova

Mental Enlightenment Scientific-Methodological Journal

It is much easier to go for a walk at home if the yard of the children's institution has the necessary equipment for games and activities. Of course, each group should have a set of toys to play outdoors. The educator plays different games with the children depending on the season and the weather. In reading, children prefer moving games to avoid freezing, and in the spring and summer they organize various construction games using sand and water in nature. It is possible to organize role-playing games with children or games in which children's physical activity obeys pre-established rules, ie …


Rethinking Gaming & Representation Within Digital Pedagogy: An Instructor’S Guide, Anthony Wheeler Jun 2020

Rethinking Gaming & Representation Within Digital Pedagogy: An Instructor’S Guide, Anthony Wheeler

Dissertations, Theses, and Capstone Projects

This work fully analyzes the creation process and implementation of a deeply-structured social commentary in the form of a digital interactive-fiction, created in the open software known as Twine. My co-developer, Raven Gomez, and I created a game that explores the challenges of navigating spaces within higher education as someone who identifies as something considered to be “other” by the standards of the common Western curriculum. Once the infrastructure of the product itself is outlined, this work follows students in an English Composition I course throughout their experiences creating digital interactive-fiction games based on pivotal moments in their lives that …


Investigating Probability Concepts Of Secondary Pre-Service Teachers In A Game Context, Hem Chand Dayal, Sashi Sharma Jan 2020

Investigating Probability Concepts Of Secondary Pre-Service Teachers In A Game Context, Hem Chand Dayal, Sashi Sharma

Australian Journal of Teacher Education

There is a rich literature on students’ and teachers’ intuitions and misconceptions about probability. However, less attention has been paid to the development of pre-service teachers’ probabilistic thinking in teacher education. Based on this, the second author developed a lesson sequence for teaching probability. In particular, it demonstrates how a game context can be used to explore the relationship between experimental and theoretical probabilities in a collaborative learning setting. The lesson sequence integrates concepts and processes related to probability and is grounded in socio-cultural theory. We trialed the sequence with secondary pre-service teachers. This paper focuses on their understanding …


Infographic: Career Readiness Challenge (Crc) Summary, Melanie Canfield, Leroy Long Iii, James J. Pembridge, Matthew Verleger Dr. Jan 2020

Infographic: Career Readiness Challenge (Crc) Summary, Melanie Canfield, Leroy Long Iii, James J. Pembridge, Matthew Verleger Dr.

Publications

This infographic summarizes the final report from a study titled, Gamified Online Platform to Support Student-Athlete Career Readiness, funded by the NCAA Innovations in Research and Practice Grant Program. The purpose of the study was to create a gamified online career readiness program to enhance attitudes towards career planning and support the translation of professional competencies. Over a span of seven weeks, 116 student-athletes from Embry-Riddle Aeronautical University (ERAU) - Daytona Beach participated in the study. The student-athletes competed in three different sports. Among ERAU student-athletes, the highest contribution of professional competencies involved: a) leadership, b) communication and c) collaboration. …


Pengembangan Media Pembelajaran Berbasis Role Playing Game (Rpg) Untuk Siswa Kelas X Smk Negeri 3 Yogyakarta, Putu Yana Swadyaya Dec 2019

Pengembangan Media Pembelajaran Berbasis Role Playing Game (Rpg) Untuk Siswa Kelas X Smk Negeri 3 Yogyakarta, Putu Yana Swadyaya

Elinvo (Electronics, Informatics, and Vocational Education)

The purpose of this study is to develop a game like learning media program about resistor's color code reading and simple resistor circuits made in RPG Maker MV game engine for grade X vocational school student. The developed learning media includes: learning media program, student workbook, and a complementary module book. The method of research and development is used in this study. Descriptive analysis was used on the feasibility analysis of learning media. Result of experts and users test validation stated that the developed learning media is in the feasible category based on all validated and tested aspects. First educational …


Jewish Time Jump: New York, Owen Gottlieb Nov 2019

Jewish Time Jump: New York, Owen Gottlieb

Articles

Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …


Using Games To Teach English In Chinese High School Classroom, Wenyu Zhu Dec 2018

Using Games To Teach English In Chinese High School Classroom, Wenyu Zhu

Master's Projects and Capstones

In the 20th century, English played an important role in international communication as an international language. English is a bridge between countries' economies, cultures, and trade. However, current English education in Chinese high schools is still test-oriented which is ineffective, and students are tired of it. Moreover, teachers also have trouble engaging students in the class. The purpose of this project is to create a curriculum for high school English teachers in China to use games to teach English language skills. Krashen’s (1982) Theory of Second Language Acquisition contains five main hypotheses which support this project. The project includes twenty-three …


Heroics 101: A Game Of High Fantasy, Adventure, Intrigue And Schoolwork, Alexander Veneruso Jun 2018

Heroics 101: A Game Of High Fantasy, Adventure, Intrigue And Schoolwork, Alexander Veneruso

WWU Honors College Senior Projects

Primary draft of the work-in-progress tabletop role playing game, Heroics 101.


¿Puedes Anagramar?: A Game That Helps Heritage Speakers Master Spanish Accentuation, José Alexander Iii Jan 2018

¿Puedes Anagramar?: A Game That Helps Heritage Speakers Master Spanish Accentuation, José Alexander Iii

Senior Projects Spring 2018

Sometimes the best way to learn a new topic isn’t through traditional means but by way of a game. Research has shown that games are especially helpful for learning a new language. Spanish heritage speakers grow up “knowing” Spanish, but do not have full oral or written fluency. The purpose of this project is to create a game that aids Spanish heritage speakers in understanding the rules of accent placement. Heritage speakers grow up in a home where Spanish is spoken, and are bilingual (English/Spanish) with respect to comprehension. The skill level of each heritage speaker varies but a number …


The Calculus War: The Ultimate Clash Of Genius, Walker Briles Bussey-Spencer Dec 2017

The Calculus War: The Ultimate Clash Of Genius, Walker Briles Bussey-Spencer

Chancellor’s Honors Program Projects

No abstract provided.


Re-Designing A Practice Test Into A Game, Hung-Tao Chen, Michael Lee Oct 2017

Re-Designing A Practice Test Into A Game, Hung-Tao Chen, Michael Lee

EKU Faculty and Staff Scholarship

Practice testing is an effective learning strategy, but it can lead to increased test anxiety and often has low voluntary participation rate. This paper describes a case study on the effects of a re-designed practice test using game-like elements. The results indicate that the gamified practice test had a high student participation rate and showed improved test performance.


New Design Principles For Mobile History Games, Owen Gottlieb Jun 2017

New Design Principles For Mobile History Games, Owen Gottlieb

Presentations and other scholarship

This study draws on design-based research on an ARIS–based mobile augmented reality game for teaching early 20th century history. New design principles derived from the study include the use of supra-reveals, and bias mirroring. Supra-reveals are a kind of foreshadowing event in order to ground historical happenings in the wider enduring historical understanding. Bias mirroring refers to a nonplayer character echoing back a player’s biased behavior, in order to open the player to listening to alternative perspectives. Supra-reveals engendered discussion of historical themes early in the game experience. The results showed that use of a cluster of NPC bias mirroring …


Music Times: A Music Learning Game, Emily Woo Mar 2017

Music Times: A Music Learning Game, Emily Woo

Computer Science and Software Engineering

Music Times is a two dimensional educational video game with the purpose of gamifying learning of musical concepts. It has elements of adventure and visual novel games, and incentivizes the player to learn music to explore new levels. It is developed in the Unity game engine, scripted in C#, and targeted for mobile devices. It has six working levels: three lesson levels and three corresponding challenge levels. Each level contains slight differences in visual and aural feel.


Zuca Words, Lancelot Jeff-Macauley Jr. Jan 2017

Zuca Words, Lancelot Jeff-Macauley Jr.

Mathematics and Computer Science Capstones

A small educational website geared towards helping Kindergarten students practice their sight words through a few fun online games.


Making Verbal Pauses Taboo®: Gaming To Improve Communication, Abby M. Brooks, Andrew C. Tollison Nov 2015

Making Verbal Pauses Taboo®: Gaming To Improve Communication, Abby M. Brooks, Andrew C. Tollison

Communication and Theater Association of Minnesota Journal

This activity contributes to the improvement of communication skills through application and enjoyment. The manuscript describes how a class can be divided into teams to test student’s communicative abilities by playing the Milton Bradley game Taboo®. With “buzzing,” timing and friendly competition speakers face-off at attempts to have their teammates guess words or phrases like “bowling alley” without saying “pins,” “shoes,” “spare,” “balls” or “strike.” This lively skill-building activity has been found to be an effective way to challenge the speaker to process what they are saying, reduce the use of verbal pauses, and use nonverbal pauses more effectively. Up …


Self-Determined Pedagogy And The Amotivated Student: Influence On Student Game Play, Dana J. Perlman Jan 2015

Self-Determined Pedagogy And The Amotivated Student: Influence On Student Game Play, Dana J. Perlman

Faculty of Social Sciences - Papers (Archive)

An aspect deemed important in regards to student learning in physical education is the ability to demonstrate diverse skills within a variety of movement settings (National Association for Sport and Physical Education, 2004). Alderman, Beighle and Pangrazi (2006) suggest that motivation is a powerful influence on student learning of importance to this study is how to facilitate learning (i.e. psychomotor and cognitive) for students with low levels of motivation. The purpose of this study was to examine the influence of self-determined pedagogy on amotivated student‟s motivation and game play. 81 (Male=41; Female=40) amotivated students were engaged in one of two …


Concepciones De Docentes Sobre El Juego En Dos Colegios Públicos De Bogotá Con Proyectos De Educación Inclusiva En Secundaria, Patricia Julieth León Romero, Gwendolyn Gil Whittingham, Adriana Sequeda Cubides Jan 2015

Concepciones De Docentes Sobre El Juego En Dos Colegios Públicos De Bogotá Con Proyectos De Educación Inclusiva En Secundaria, Patricia Julieth León Romero, Gwendolyn Gil Whittingham, Adriana Sequeda Cubides

Maestría en Docencia

Este informe sobre las concepciones de juego como práctica pedagógica inclusiva en dos colegios públicos de Bogotá, se realizó en dos instituciones educativas oficiales ubicadas en las localidades de Kennedy y Ciudad Bolívar con proyectos de inclusión de personas con discapacidad en secundaria. Es así, como a partir de una investigación cualitativa de corte descriptivo se dio alcance al objetivo general propuesto de comprender las concepciones de juego presentes en los docentes, a través del uso de técnicas e instrumentos para la recolección de la información: en primer lugar, entrevistas semiestructuradas a docentes, docentes de apoyo y directivos; y en …


Concepciones De Docentes De Primer Ciclo Sobre Los Juegos Con Palabras En Tres Instituciones Públicas De Bogotá, María Luisa Colmenares Leal, Gloria Inés Díaz Pinto, Jean Katherin Kunkel Silva Jan 2015

Concepciones De Docentes De Primer Ciclo Sobre Los Juegos Con Palabras En Tres Instituciones Públicas De Bogotá, María Luisa Colmenares Leal, Gloria Inés Díaz Pinto, Jean Katherin Kunkel Silva

Maestría en Docencia

La presente investigación es de corte cualitativo con enfoque en la etnografía educativa, donde se utilizaron técnicas de recolección de la información como la entrevista semi-estructurada y la observación de clase no participante. Se optó por el análisis e interpretación de la información siguiendo las operaciones descriptivas: de categorización y codificación, ordenación y clasificación y el establecimiento de relaciones, para lograr identificar, describir y analizar las concepciones sobre los juegos con palabras que poseen docentes de primer ciclo de tres instituciones públicas de Bogotá. Después de hacer el respectivo análisis de la información, se logra identificar: concepciones sobre los juegos …


Creencias Sobre El Juego En Docentes De Dos Programas De Formación De Maestros Para La Educación Inicial En Bogotá, Diana Alexandra Ariza Vanegas, Johanna Marcela Sánchez Buitrago Jan 2015

Creencias Sobre El Juego En Docentes De Dos Programas De Formación De Maestros Para La Educación Inicial En Bogotá, Diana Alexandra Ariza Vanegas, Johanna Marcela Sánchez Buitrago

Maestría en Docencia

El presente trabajo evidencia los resultados obtenidos bajo la investigación “Creencias sobre el juego en docentes de dos programas de formación de maestros para la educación inicial de la ciudad de Bogotá”. El juego en el ámbito universitario y de manera particular en programas de formación de maestros para la educación inicial no ha sido muy desarrollado, se desconocen o mal interpretan sus usos, en esta medida el comprender las creencias de los docentes se convirtió en el derrotero investigativo del trabajo realizado; puesto que esta comprensión permitirá acercarnos de otra manera al juego en estos espacios. El texto presentará …


Estrategias Didácticas Del Juego Coreográfico Que Resignifican La Enseñanza De La Danza En La Básica Primaria De Instituciones Educativas De Bogotá, Leidy Marcela Hernández Salazar, María Del Carmen González Severiche, Yudy Constanza Gallego Benavides Jan 2015

Estrategias Didácticas Del Juego Coreográfico Que Resignifican La Enseñanza De La Danza En La Básica Primaria De Instituciones Educativas De Bogotá, Leidy Marcela Hernández Salazar, María Del Carmen González Severiche, Yudy Constanza Gallego Benavides

Maestría en Docencia

La presente investigación se desarrolla en el marco de la educación artística, particularmente en el campo de la educación en danza de la Básica Primaria, con el objetivo de caracterizar las estrategias didácticas empleadas por seis docentes de danza en la construcción del juego coreográfico, que incidan en la resignificación de la enseñanza de la danza en la Básica Primaria. Este interés investigativo surge por la preocupación frente a los métodos de enseñanza tradicionales y mecanicistas abordados en la enseñanza de la danza en la Básica Primaria. Para lo cual se abordó un enfoque cualitativo con método etnográfico educativo y …


El Juego Y Los Fraccionarios En Educandos De Quintó Grado De Básica Primaria De Las Instituciones Educativas Distritales I.E.D Gerardo Molina Ramírez Y Kimi Pernía Domicó, Rafael Eduardo Bohórquez López, Myriam Leticia Franco Alfonso, William Henry Morera Arévalo, Lucía Mercedes Páez García Jan 2015

El Juego Y Los Fraccionarios En Educandos De Quintó Grado De Básica Primaria De Las Instituciones Educativas Distritales I.E.D Gerardo Molina Ramírez Y Kimi Pernía Domicó, Rafael Eduardo Bohórquez López, Myriam Leticia Franco Alfonso, William Henry Morera Arévalo, Lucía Mercedes Páez García

Maestría en Docencia

La investigación “el juego y los fraccionarios en educandos de quinto grado de básica primaria de las Instituciones Educativas Distritales IED Gerardo Molina y Kimi Pernía, en las localidades de Suba y Bosa”,a partir de un enfoque cuantitativo, con un diseño pre experimental teniacomo fin determinar como el juego Frank cionario promueve la comprensión del conjunto de los números fraccionarios en educandos de quinto de básica primaria en las IED en mención.Para el desarrollo de esta investigaciónse acudió al diseño de una prueba que sirvió de pre test y posttest, con un grupo experimental, como a laconstrucción de un juego …


Mba Program Introduces ‘The Beer Game’ To Curriculum, Sarah Gardner, Dave Albee Dec 2014

Mba Program Introduces ‘The Beer Game’ To Curriculum, Sarah Gardner, Dave Albee

Press Releases

The game is designed to help students understand the importance of communication throughout the supply chain.


Case Study Two: Jewish Time Jump: New York, Owen Gottlieb Oct 2014

Case Study Two: Jewish Time Jump: New York, Owen Gottlieb

Articles

Gottlieb presents an early case study of his mobile augmented reality game Jewish Time Jump: New York design on the ARIS platform for the iPhone and iPad (iOS). The game is set on-location in Washington Square Park in New York city. Players in 5th-7th grade take on the role of time-traveling reporters, landing on site on the eve of the Uprising of 20,000, the largest women-led strike in U.S. History. Based on their GPS location they receive media from over 100 years in the past, interactive with digital characters as they work to gather a story for the fictional Jewish …


Computer Game Design And The Imaginative Play Of Young Children, Irina M. Verenikina, Jan Herrington Sep 2014

Computer Game Design And The Imaginative Play Of Young Children, Irina M. Verenikina, Jan Herrington

I. Verenikina

This paper discusses preliminary findings of the study of computer game design in relation to current understanding of imaginative play and its developmental value for young children. The crucial role of children's play in their development is well documented. A number of criteria, which are essential in building a foundation for children's cognitive development in play, were identified based on a literature review of the theoretical and empirical studies of child's play. The identified criteria were utilized to observe two young children playing various types of computer games to explore the opportunities that the games provide for imaginative play in …


Selected Bibliography: Institutional Repositories As Gamified Environments To Stimulate Student Agency And Faculty Impact, Jeanne Price, David Mcclure Apr 2014

Selected Bibliography: Institutional Repositories As Gamified Environments To Stimulate Student Agency And Faculty Impact, Jeanne Price, David Mcclure

Bibliographies

Selected bibliography of articles and books prepared in connection with the presentation by Professors Jeanne Price and David McClure on “Institutional Repositories as Gamified Environments to Stimulate Student Agency and Faculty Impact,” which was delivered at the Nevada Conference on Digital Learning held at the University of Nevada, Las Vegas on April 11-13, 2014.