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Articles 1 - 8 of 8
Full-Text Articles in Education
Play It Again Mathematics, Michelle Sherman
Play It Again Mathematics, Michelle Sherman
Master's Theses & Capstone Projects
This action research project focuses on implementing game-based learning into a first-grade math lesson, to help improve addition facts and fluency. The study was conducted over a ten-day period in one first grade classroom. Data was collected at the beginning of this study and at the end to determine if playing games in math increases a student's addition fact fluency . After the initial one-minute addition pre-test, the students were divided into two groups according to ability. One of the groups was the control group who learned addition math facts through paper and pencil activities and the other group was …
Game-Based Learning: Building Competence In Visual Literacy Through Simulation, Carol Record
Game-Based Learning: Building Competence In Visual Literacy Through Simulation, Carol Record
Theses
Game-based learning is an ideal experiential learning framework for introducing the critique process to reduce student anxiety and create competence in visual literacy and self-assessment. Critique, the assessment, and analysis of one’s work is an essential step in any creative process. It is an integral part of art school. However, it can also be a source of high anxiety for new students. This paper discusses the importance of critique, the challenges associated with teaching critique, and the benefits of utilizing game-based learning. Examples of game-based learning solutions are explored, including the development of, and response to, Lumen, a card game …
Improving Chinese Language Learning Through Collaborative Kahoot Mode, Hongmin Yu
Improving Chinese Language Learning Through Collaborative Kahoot Mode, Hongmin Yu
Chinese Language Teaching Methodology and Technology
This study used quantitative methods to assess students' Chinese language learning attitudes and learning habits on Kahoot, a game-based learning platform. Kahoot enables teachers to transform bland Chinese vocabulary memorization into exciting, game-like situations. It makes Chinese language learning fun and interactive. The study aims to compare Kahoot team play mode with individual play mode. Sixty-four fifth graders participated. In the experimental group, students grouped by themselves or teacher to compete with one another. They enjoyed working together to share what they knew and learned from each other. Students were tested prior to the course (pretest) and following the course …
Lamboozled!: The Design And Development Of A Game-Based Approach To News Literacy Education, Ioana Literat, Yoo Kyung Chang, Joseph Eisman, Jonathan Gardner
Lamboozled!: The Design And Development Of A Game-Based Approach To News Literacy Education, Ioana Literat, Yoo Kyung Chang, Joseph Eisman, Jonathan Gardner
Journal of Media Literacy Education
Given the need for innovative, engaging, and youth-centered approaches to media literacy, as well as the potential of active pedagogies to facilitate youth civic education and efficacy, games emerge as a particularly promising and under-utilized avenue for news literacy education. Our research asks, how might we use game-based learning to tackle fake news and stimulate news literacy among a youth audience? Here, we reflect on the process of designing LAMBOOZLED!, a news literacy game for middle school and high school students, based on a multilevel game design framework that allowed us to articulate learning objectives, consider suitable mechanics, dynamics and …
Accessibility: Disabilities Treasure Hunt, Devorah Kletenik
Accessibility: Disabilities Treasure Hunt, Devorah Kletenik
Open Educational Resources
This is a treasure hunt game that simulates various disabilities and gives a sense of how frustrating non-accessible content can be for people with disabilities. Suitable for a general audience, no programming experience necessary.
An editable copy is also given, along with ideas about how to make it more accessible.
From Boring To Board Game: The Effect Of A Serious Game On Key Learning Outcomes, Kendal L. Booker, Anita W. Mitchell
From Boring To Board Game: The Effect Of A Serious Game On Key Learning Outcomes, Kendal L. Booker, Anita W. Mitchell
Journal of Occupational Therapy Education
Serious games incorporate learning objectives in the context of competitive games with rules. These types of games have been incorporated in education as well as therapeutic contexts. This study examined the effectiveness of a modification of the game “Snakes and Ladders,” for reviewing and learning qualitative research concepts. Using the Game-based Evaluation Model (GEM), the researchers also measured learning indicators such as interest and enjoyment, perceived competence, effort and importance, and value/usefulness. Thirty-eight Master of Occupational Therapy students completed a 25-question multiple choice pretest to measure knowledge of qualitative research concepts before playing the game. A 25-question multiple choice posttest …
Comparison Of English Comprehension Among Students From Different Backgrounds Using A Narrative-Centered Digital Game, May Marie P. Talandron-Felipe, Kent Levi A. Bonifacio, Gladys S. Ayunar, Ma. Mercedes T. Rodrigo
Comparison Of English Comprehension Among Students From Different Backgrounds Using A Narrative-Centered Digital Game, May Marie P. Talandron-Felipe, Kent Levi A. Bonifacio, Gladys S. Ayunar, Ma. Mercedes T. Rodrigo
Department of Information Systems & Computer Science Faculty Publications
This paper reports the continuation of the field testing of a narrative-centered digital game for English comprehension called Learning Likha: Rangers to the Rescue (LLRR) with a two-fold goal: first, identify the differences in terms of usage, attitudes towards, and perceptions of the English language between students from southern Philippines and the National Capital Region, and second, to determine how the LLRR in-game performance, post-test comprehension scores, engagement, and motivation of students differ between the groups. The participants who are grade school students from a province in southern Philippines answered questionnaires about their attitude towards and perception of English, played …
When Failure Is An Option: A Scoping Review Of Failure States In Game-Based Learning, F. Eamonn Powers, Robert L. Moore
When Failure Is An Option: A Scoping Review Of Failure States In Game-Based Learning, F. Eamonn Powers, Robert L. Moore
STEMPS Faculty Publications
As interest in the use of games and gaming elements within learning environments grows, educators and designers may find it easier to account for winning than for losing and failure. This scoping review examines the role of failure and loss within game-based instructional interventions. Because of the varied methods and relatively small number of articles directly addressing the intersection between failure and loss within game-based instructional interventions, a scoping review was undertaken. This review included 14 peer-reviewed articles which explored a range of instructional contexts implementing failure state game mechanics. We identify several key takeaways that indicate how failure state …