Sample records for educational card game

  1. Conveying population education through games.

    PubMed

    1987-01-01

    Games are extremely useful for conveying population education messages because they are entertaining, because they involve the players in the learning situation, and because, by compressing space and time, they enable the players to perceive the effects of future events on their own lives. One teaching game, called "Futures Wheel," enables the players to move step by step from an abstract real-world situation to its impact on their own lives. Another game, called "Card Game on Family Welfare," is played by 4 players using cards illustrating such things as preparation for marriage, planned families, small families, responsible parenthood, and women's roles. 24 of the 25 cards dealt to the players have matching pictures on a base sheet. The player who loses, i.e., cannot find a match for his last card, is holding the card which displays an unhappy big family.

  2. Investigating the Effectiveness of an Educational Card Game for Learning How Human Immunology Is Regulated

    ERIC Educational Resources Information Center

    Su, TzuFen; Cheng, Meng-Tzu; Lin, Shu-Hua

    2014-01-01

    This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students' understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders)…

  3. Development and Effectiveness of an Educational Card Game as Supplementary Material in Understanding Selected Topics in Biology

    PubMed Central

    Gutierrez, Arnel F.

    2014-01-01

    The complex concepts and vocabulary of biology classes discourage many students. In this study, a pretest–posttest model was used to test the effectiveness of an educational card game in reinforcing biological concepts in comparison with traditional teaching methods. The subjects of this study were two biology classes at Bulacan State University–Sarmiento Campus. Both classes received conventional instruction; however, the experimental group's instruction was supplemented with the card game, while the control group's instruction was reinforced with traditional exercises and assignments. The score increases from pretest to posttest showed that both methods effectively reinforced biological concepts, but a t test showed that the card game is more effective than traditional teaching methods. Additionally, students from the experimental group evaluated the card game using five criteria: goals, design, organization, playability, and usefulness. The students rated the material very satisfactory. PMID:24591506

  4. Development and effectiveness of an educational card game as supplementary material in understanding selected topics in biology.

    PubMed

    Gutierrez, Arnel F

    2014-01-01

    The complex concepts and vocabulary of biology classes discourage many students. In this study, a pretest-posttest model was used to test the effectiveness of an educational card game in reinforcing biological concepts in comparison with traditional teaching methods. The subjects of this study were two biology classes at Bulacan State University-Sarmiento Campus. Both classes received conventional instruction; however, the experimental group's instruction was supplemented with the card game, while the control group's instruction was reinforced with traditional exercises and assignments. The score increases from pretest to posttest showed that both methods effectively reinforced biological concepts, but a t test showed that the card game is more effective than traditional teaching methods. Additionally, students from the experimental group evaluated the card game using five criteria: goals, design, organization, playability, and usefulness. The students rated the material very satisfactory.

  5. An Educational Card Game for Learning Families of Chemical Elements

    ERIC Educational Resources Information Center

    Mariscal, Antonio Joaquin Franco; Martinez, Jose Maria Oliva; Marquez, Serafin Bernal

    2012-01-01

    This paper describes an educational card game designed to help high school students (grade 10, 15-16 years old) "understand," as opposed to memorize, the periodic table. The game may also be used to identify different chemical elements found in daily life objects. As an additional value, students learn the names and symbols of the displayed…

  6. Investigating the Effectiveness of an Educational Card Game for Learning How Human Immunology Is Regulated

    PubMed Central

    Su, TzuFen; Lin, Shu-Hua

    2014-01-01

    This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students’ understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders) were recruited for the first evaluation, and the second-semester group consisted of 72 students (also 11th graders). The results obtained indicate that students did learn from the educational card game. Moreover, students who learned from playing the game significantly outperformed their counterparts in terms of their understanding of the processes and connections among different lines of immunological defense (first semester: t = 2.92, p < 0.01; second semester: t = 3.45, p < 0.01) according to the qualitative analysis of an open-ended question. They generally had positive perceptions toward the game-based instruction and its learning efficiency, and they felt the game-based instruction was much more interesting than traditional didactic lectures (first semester: t = 2.79, p < 0.01; second semester: t = 2.41, p < 0.05). This finding is evidence that the educational card game has potential to facilitate students’ learning of how the immune system works. The implications and suggestions for future work are further discussed. PMID:25185233

  7. `Voyager': an educational card game

    NASA Astrophysics Data System (ADS)

    Smith, David Ryan

    2003-01-01

    `Voyager' is an educational card game involving scientific satellites, developed for use in schools with children aged 9 to 13 years. The idea of the game is to improve pupils' knowledge about the large number of scientific satellites there are in space in a fun way, while also practising numeracy skills. Several copies of the game were produced using funding obtained from the Particle Physics and Astronomy Research Council (PPARC) as a Public Understanding of Science (PUS) award. These initial `trial' versions of the game were taken to three different schools where feedback obtained from both pupils and staff was used to produce a final copy of the game that can be distributed to other schools along with a set of companion notes to form the basis of a science lesson. This article reports the findings of the school trials and indicates possible future developments of other scientific card games that could be beneficial to the classroom.

  8. Introducing Teamwork Challenges in Simulation Using Game Cards.

    PubMed

    Chang, Todd P; Kwan, Karen Y; Liberman, Danica; Song, Eric; Dao, Eugene H; Chung, Dayun; Morton, Inge; Festekjian, Ara

    2015-08-01

    Poor teamwork and communication during resuscitations are linked to patient safety problems and poorer outcomes. We present a novel simulation-based educational intervention using game cards to introduce challenges in teamwork. This intervention uses sets of game cards that designate roles, limitations, or communication challenges designed to introduce common communication or teamwork problems. Game cards are designed to be applicable for any simulation-based scenario and are independent from patient physiology. In our example, participants were pediatric emergency medicine fellows undergoing simulation training for orientation. We describe the use of card sets in different scenarios with increasing teamwork challenge and difficulty. Both postscenario and summative debriefings were facilitated to allow participants to reflect on their performance and discover ways to apply their strategies to real resuscitations. In this article, we present our experience with the novel use of game cards to modify simulation scenarios to improve communication and teamwork skills.

  9. Investigating the effectiveness of an educational card game for learning how human immunology is regulated.

    PubMed

    Su, TzuFen; Cheng, Meng-Tzu; Lin, Shu-Hua

    2014-01-01

    This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students' understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders) were recruited for the first evaluation, and the second-semester group consisted of 72 students (also 11th graders). The results obtained indicate that students did learn from the educational card game. Moreover, students who learned from playing the game significantly outperformed their counterparts in terms of their understanding of the processes and connections among different lines of immunological defense (first semester: t = 2.92, p < 0.01; second semester: t = 3.45, p < 0.01) according to the qualitative analysis of an open-ended question. They generally had positive perceptions toward the game-based instruction and its learning efficiency, and they felt the game-based instruction was much more interesting than traditional didactic lectures (first semester: t = 2.79, p < 0.01; second semester: t = 2.41, p < 0.05). This finding is evidence that the educational card game has potential to facilitate students' learning of how the immune system works. The implications and suggestions for future work are further discussed. © 2014 T. Su et al. CBE—Life Sciences Education © 2014 The American Society for Cell Biology. This article is distributed by The American Society for Cell Biology under license from the author(s). It is available to the public under an Attribution–Noncommercial–Share Alike 3.0 Unported Creative Commons License (http://creativecommons.org/licenses/by-nc-sa/3.0).

  10. Market Rummy. Technical Note No. 4.

    ERIC Educational Resources Information Center

    Gunter, Jock

    A card game, "Mercado," or Market Rummy, designed to teach basic market skills to rural Ecuadorians is described. Two to five people can play the game, which is presently used in night community meetings and in the educational program in coastal cooperatives. The game consists of two decks of cards: one represents money, the other…

  11. A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games

    ERIC Educational Resources Information Center

    Kickmeier-Rust, Michael D.; Mattheiss, Elke; Steiner, Christina; Albert, Dietrich

    2011-01-01

    One of the trump cards of digital educational games is their enormous intrinsic motivational potential. Although learning game design is often understood on a one-fitsall level, the actual motivational strength of an educational game strongly depends on the individual learners, their very specific goals, preferences, abilities, strength and…

  12. Development and Effectiveness of an Educational Card Game as Supplementary Material in Understanding Selected Topics in Biology

    ERIC Educational Resources Information Center

    Gutierrez, Arnel F.

    2014-01-01

    The complex concepts and vocabulary of biology classes discourage many students. In this study, a pretest-posttest model was used to test the effectiveness of an educational card game in reinforcing biological concepts in comparison with traditional teaching methods. The subjects of this study were two biology classes at Bulacan State…

  13. Computer Card Games in Computer Science Education: A 10-Year Review

    ERIC Educational Resources Information Center

    Kordaki, Maria; Gousiou, Anthi

    2016-01-01

    This paper presents a 10-year review study that focuses on the investigation of the use of computer card games (CCGs) as learning tools in Computer Science (CS) Education. Specific search terms keyed into 10 large scientific electronic databases identified 24 papers referring to the use of CCGs for the learning of CS matters during the last…

  14. Assessing Knowledge Retention of an Immersive Serious Game vs. a Traditional Education Method in Aviation Safety.

    PubMed

    Chittaro, Luca; Buttussi, Fabio

    2015-04-01

    Thanks to the increasing availability of consumer head-mounted displays, educational applications of immersive VR could now reach to the general public, especially if they include gaming elements (immersive serious games). Safety education of citizens could be a particularly promising domain for immersive serious games, because people tend not to pay attention to and benefit from current safety materials. In this paper, we propose an HMD-based immersive game for educating passengers about aviation safety that allows players to experience a serious aircraft emergency with the goal of surviving it. We compare the proposed approach to a traditional aviation safety education method (the safety card) used by airlines. Unlike most studies of VR for safety knowledge acquisition, we do not focus only on assessing learning immediately after the experience but we extend our attention to knowledge retention over a longer time span. This is a fundamental requirement, because people need to retain safety procedures in order to apply them when faced with danger. A knowledge test administered before, immediately after and one week after the experimental condition showed that the immersive serious game was superior to the safety card. Moreover, subjective as well as physiological measurements employed in the study showed that the immersive serious game was more engaging and fear-arousing than the safety card, a factor that can contribute to explain the obtained superior retention, as we discuss in the paper.

  15. Examination Outcomes Following Use of Card Games for Learning Radiographic Image Quality in Veterinary Medicine.

    PubMed

    Ober, Christopher P

    Understanding the concepts of radiographic image quality and artifact formation can be difficult for veterinary students. Two educational card games were previously developed to help students learn about factors affecting contrast and blackness as well as radiographic artifacts. Second-year veterinary students played one of the two card games as a part of their normal studies for their veterinary imaging course and later took the radiographic physics quiz normally administered during the course. Performance on quiz questions related to each of the two games was compared between students who played each respective game and those who did not. The hypothesis was that students who played a game would perform better on related questions than those who did not play that game. For the contrast and blackness questions, students who played the associated game as part of their studies performed better than those who only studied by conventional means (mean 4.3 vs. 3.8 out of 5 points, p=.02). However, there was no significant difference in results between groups for artifacts questions (mean 4.7 vs. 4.5 out of 5 points, p=.35). Based on these results, educational game play can have benefits to student learning, but performance may be dependent on specific game objectives and play mechanics.

  16. Mineral Supertrumps: A New Card Game to Assist Learning of Mineralogy

    ERIC Educational Resources Information Center

    Spandler, Carl

    2016-01-01

    Mineralogy is an essential component of Earth Science education, yet many students struggle to obtain adequate comprehension and knowledge of mineralogy during tertiary (postsecondary) degree programs. The use of educational games can be an effective strategy for science teaching as games provide an active learning environment that enhances…

  17. Revalidation of game for teaching blood pressure auscultatory measurement: a pilot study.

    PubMed

    Bellan, Margarete Consorti; Alves, Vanessa Cortez; Neves, Mayza Luzia Dos Santos; Lamas, José Luiz Tatagiba

    2017-01-01

    To adapt a pre-existing educational game, making it specific to the teaching of blood pressure auscultatory measurement, and to apply this game in a pilot study. The original game cards were altered by the authors and submitted to content validation by six experts in the field. After redesigns, the game was applied to 30 subjects, who answered a questionnaire (pre-test and post-test) on auscultatory measurement. Data were analyzed descriptively and by the paired Student's t-test and paired Wilcoxon test. Throughout the content validation process, 17 of the 28 original cards were modified. Of these 17 cards, 13 obtained 80% agreement, and the rest were modified according to the judges' suggestions. The obtained grades significantly increased between pre- and the post-test. It was concluded that the reformulated game presented satisfactory evidence of content validity. Its use as a teaching-learning method was effective for this sample.

  18. Serious gaming technology in major incident triage training: a pragmatic controlled trial.

    PubMed

    Knight, James F; Carley, Simon; Tregunna, Bryan; Jarvis, Steve; Smithies, Richard; de Freitas, Sara; Dunwell, Ian; Mackway-Jones, Kevin

    2010-09-01

    By exploiting video games technology, serious games strive to deliver affordable, accessible and usable interactive virtual worlds, supporting applications in training, education, marketing and design. The aim of the present study was to evaluate the effectiveness of such a serious game in the teaching of major incident triage by comparing it with traditional training methods. Pragmatic controlled trial. During Major Incident Medical Management and Support Courses, 91 learners were randomly distributed into one of two training groups: 44 participants practiced triage sieve protocol using a card-sort exercise, whilst the remaining 47 participants used a serious game. Following the training sessions, each participant undertook an evaluation exercise, whereby they were required to triage eight casualties in a simulated live exercise. Performance was assessed in terms of tagging accuracy (assigning the correct triage tag to the casualty), step accuracy (following correct procedure) and time taken to triage all casualties. Additionally, the usability of both the card-sort exercise and video game were measured using a questionnaire. Tagging accuracy by participants who underwent the serious game training was significantly higher than those who undertook the card-sort exercise [Chi2=13.126, p=0.02]. Step accuracy was also higher in the serious game group but only for the numbers of participants that followed correct procedure when triaging all eight casualties [Chi2=5.45, p=0.0196]. There was no significant difference in time to triage all casualties (card-sort=435+/-74 s vs video game=456+/-62 s, p=0.155). Serious game technologies offer the potential to enhance learning and improve subsequent performance when compared to traditional educational methods. Copyright 2010 Elsevier Ireland Ltd. All rights reserved.

  19. The Exclusionary Circle Game: A Tool to Promote Critical Dialogue About HIV Stigma and Social Justice.

    PubMed

    Wong, Josephine Pui; Li, Alan Tai

    2015-01-01

    The Exclusionary Circle Game was a learning tool developed for an intervention study to address stigma associated with human immunodeficiency virus (HIV) infection and social exclusion. The objectives of The Exclusionary Circle Game were to enhance collective resonance and empathy, promote critical reflection and dialogue, and motivate collective action to address social exclusion. The game began with all participants being inside a circle. Each participant was randomly given one color-coded card. Each card color represented a character with a specific lived experience associated with racism, patriarchy, homophobia, transphobia, HIV stigma, and so on. Participants holding a marginalized status card were asked to leave the circle in sequence and go to designated spaces. Eventually, only one half of the participants were left in the circle. Participants then debriefed about their experiences within the entire group. The game has been used, beyond the intervention study, at research conferences with positive feedback. In this article, we detail the processes, strengths, and possibility of using this game for empowerment education.

  20. Neonatal Intensive-Care Unit Graduates Show Persistent Difficulties in an Intra-Dimensional Shift Card Sort

    PubMed Central

    Kittler, Phyllis M.; Brooks, Patricia J.; Rossi, Vanessa; Karmel, Bernard Z.; Gardner, Judith M.; Flory, Michael J.

    2014-01-01

    Neonatal intensive-care unit (NICU) graduates, a group at risk for attention problems and ADHD, performed an intra-dimensional shift card sort at 34, 42, 51, and 60 months to assess executive function and to examine effects of individual risk factors. In the ‘silly’ game, children sorted cards (airplanes and dogs) so they were not the same as targets. In the ‘same’ game they did the opposite. Performance on the ‘silly’ game was poor, especially when it was presented first. Success in following ‘silly’ game rules improved with age, and was significantly linked to maternal education and birth weight for gestational age, a measure of intrauterine stress. Degree of CNS injury differentiated children who completed the task from children who did not, and also affected the need to repeat instructions in the ‘same’ game. These results confirm an increased likelihood of impairments in executive function during preschool years in NICU graduates. PMID:24683313

  1. 25 CFR 543.10 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... games? 543.10 Section 543.10 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... control standards for card games? (a) Supervision. Supervision must be provided as needed during the card... personnel independent of the transaction or independent of the card games department; or (2) A dealer may...

  2. 25 CFR 543.10 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... games? 543.10 Section 543.10 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... control standards for card games? (a) Supervision. Supervision must be provided as needed during the card... personnel independent of the transaction or independent of the card games department; or (2) A dealer may...

  3. Teaching to the Next Generation Science Standards with Energy, Climate, and Water Focused Games

    NASA Astrophysics Data System (ADS)

    Mayhew, M. A.; Hall, M.; Civjan, N.

    2015-12-01

    We produced two fun-to-play card games with the theme, The Nexus of Energy, Water, and Climate, that directly support teaching to the NGSS. In the games, players come to understand how demand for energy, water use, and climate change are tightly intertwined. Analysis by scientists from the national laboratories ensured that the games are reflect current data and research. The games have been tested with high school and informal science educators and their students and have received a formal evaluation. The games website http://isenm.org/games-for-learning shows how the games align with the NGSS, the Common Core, and the NRC's Strands of Science Learning. It also contains an extensive collection of accessible articles on the nexus to support use of the games in instruction. Thirst for Power is a challenging resource management game. Players, acting as governors of regions, compete to be the first to meet their citizens' energy needs. A governor can choose from a variety of carbon-based or renewable energy sources, but each source uses water and has an environmental—including climate change—impact. Energy needs must be met using only the water resources allocated to the region and without exceeding the environmental impact limit. "ACTION" cards alter game play and increase competition. Challenge and Persuade is a game of scientific argumentation, using evidence on nexus-related fact cards. Players must evaluate information, develop fact-based arguments, and communicate their findings. One card deck contains a set of adjectives, a second a series of fact cards. Players use their fact cards to make the best argument that aligns with an adjective selected by the "Judge". Players take turns being the "Judge," who determines who made the best argument. The games particularly align with NGSS elements: Connections to Engineering, Technology, and Application of Science. Players come to understand the science and engineering behind many energy sources and their impacts. Connection to Nature of Science. Players must manage the complexity of relationships among water, energy, and climate change and solve problems with science, technology, and policies. Science and Engineering Practice. Both games require players to use evidence, evaluate information, and develop strategies to address real world problems.

  4. Gaming as a Method for Learning to Resolve Ethical Dilemmas in Long Term Care.

    ERIC Educational Resources Information Center

    Wilson, Cindy C.; And Others

    1988-01-01

    The Simulation Game is proposed as a means of sensitizing professionals to problems and dilemmas of key team members (social workers, nurses, health educators, physicians, and clinical psychologists) in geriatric health care. The game involves role playing from cards which present difficult issues and cases in such care. (CB)

  5. Games That Teach Concepts Around the Nexus of Energy, Water, and Climate

    NASA Astrophysics Data System (ADS)

    Mayhew, M. A.; Hall, M.; Balaban, S.

    2013-12-01

    Three manifestations of the extreme amplification of the human population--exploding worldwide demand for energy, increasing exploitation of and competition for water resources, and alteration of the planet's climate--are tightly intertwined. All processes for generating energy require consumption of water, for some processes enormous quantities. It takes water to get energy. The inverse is also true: it takes energy to get water. It takes energy to move water from where it is stored to where it is needed. Burning fossil fuels for energy has increased greenhouse gasses in the atmosphere, resulting in increases in the average temperature of the Earth. But the response of the climate system is exceedingly complex. Changes in atmospheric circulation due to global warming are altering weather patterns and changing the distribution of water on the planet. Climate-related weather events alter availability of water and impact energy supply and demand. This is the nexus of energy, water, and climate. We have created two lively card games that convey the nexus concepts. They have been extensively play-tested with groups from middle school to adult; they have been found to be both educational and fun. A distinguished advisory committee, including representatives of the national labs, has insured the scientific accuracy of the games. In the first game, Thirst For Power, each player is the governor of a region; a GOAL card specifies the amount of General and Transportation energy needed for the region, achieved via ENERGY SOURCE cards. WATER cards are used as currency for obtaining energy sources. Each energy source has an associated 'environmental impact' penalty, meaning greenhouse gas emissions, but also other things like water and air pollution. ACTION cards (TECHNOLOGY, POLICY, AND CLIMATE) act much like 'Chance' cards in Monopoly to change the course of the game. The first player to achieve energy goals without exceeding an environmental impact limit for the region wins the game. The second game, Challenge and Persuade, is as simple as Thirst for Power is complex. It involves two card decks, the first containing a set of adjectives, the second having cards containing a series of facts, each in some way related to the inter-dependency of energy, water, and climate. Players take turns being the 'Judge,' who calls out the adjective on a drawn card. Other players must make up an argument based on information in three drawn 'fact' cards and using the adjective. The player with the best argument as determined by the Judge wins the round. The first player to win three rounds wins the game. This game can become quite riotous. Teenage players have called the nexus games 'informative, intellectual, and fun.' The games can be played in a variety of settings, from play at home on family game night to use in the classroom as an adjunct to an Earth and Environmental Science, Geography, or Government course. The games are being commercially distributed. For further information about them go to http://www.isenm.org/games.

  6. The Pivotal Role of the Parieto-Occipital Lobe in Card Game-Induced Reflex Epilepsy: A Voxel-Based Morphometry Study.

    PubMed

    Park, Kang Min; Kim, Sung Eun; Lee, Byung In

    2016-01-01

    The pathogenesis of card game-induced reflex epilepsy has not been determined so far. The aim of this study was to evaluate structural abnormalities using voxel-based morphometry (VBM) analysis, which may give some clue about the pathogenesis in card game-induced reflex epilepsy. The 3 subjects were diagnosed with card game-induced reflex epilepsy. Evaluation involved a structured interview to obtain clinical information and brain MRI. In VBM analysis, Statistical Parametric Mapping 8 running on the MATLAB platform was employed to analyze the structural differences between patients with card game-induced reflex epilepsy and age- and sex-matched control subjects. The results of VBM analysis revealed that patients with card game-induced reflex epilepsy had significantly increased gray matter volume in the right occipital and parietal lobe. However, there were no structures with decreased gray matter volume in patients with card game-induced reflex epilepsy compared with control subjects. In addition, we found that the patients with card game-induced reflex epilepsy had onset of seizures in adulthood rather than in adolescence, and all of the patients were men. The parieto-occipital lobes might be partially involved in the neuronal network responsible for card game-induced reflex epilepsy. © 2016 S. Karger AG, Basel.

  7. Designing Serious Games for Safety Education: "Learn to Brace" versus Traditional Pictorials for Aircraft Passengers.

    PubMed

    Chittaro, Luca

    2016-05-01

    Serious games for safety education (SGSE) are a novel tool for preparing people to prevent and\\or handle risky situations. Although several SGSE have been developed, design and evaluation methods for SGSE need to be better grounded in and guided by safety-relevant psychological theories. In particular, this paper focuses on threat appeals and the assessment of variables, such as safety locus of control, that influence human behavior in real risky situations. It illustrates how we took into account such models in the design and evaluation of "Learn to Brace", a first-of-its-kind serious game that deals with a major problem in aviation safety, i.e. the scarce effectiveness of the safety cards used by airlines. The study considered a sample of 48 users: half of them received instructions about the brace position through the serious game, the other half through a traditional safety card pictorial. Results showed that the serious game was much more effective than the traditional instructions both in terms of learning and of changing safety-relevant perceptions, especially safety locus of control and recommendation perception.

  8. Theme Unit: Veggie Power.

    ERIC Educational Resources Information Center

    Flagg, Ann

    2000-01-01

    Presents a selection of activities for a cross-curricular unit based on vegetables. Activities address vocabulary, language arts, social studies, and health education. A student reproducible presents a tossed salad game. Game cards can be incorporated into the other activities. A poster describes plant parts that are edible. A sidebar offers…

  9. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... games? 542.9 Section 542.9 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... card games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the card game drop and the count thereof shall comply...

  10. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... games? 542.9 Section 542.9 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... card games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the card game drop and the count thereof shall comply...

  11. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... games? 542.9 Section 542.9 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... card games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the card game drop and the count thereof shall comply...

  12. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... games? 542.9 Section 542.9 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... card games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the card game drop and the count thereof shall comply...

  13. 25 CFR 542.9 - What are the minimum internal control standards for card games?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... games? 542.9 Section 542.9 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN... card games? (a) Computer applications. For any computer applications utilized, alternate documentation... and count. The procedures for the collection of the card game drop and the count thereof shall comply...

  14. Modeling intelligent agent beliefs in a card game scenario

    NASA Astrophysics Data System (ADS)

    Gołuński, Marcel; Tomanek, Roman; WÄ siewicz, Piotr

    In this paper we explore the problem of intelligent agent beliefs. We model agent beliefs using multimodal logics of belief, KD45(m) system implemented as a directed graph depicting Kripke semantics, precisely. We present a card game engine application which allows multiple agents to connect to a given game session and play the card game. As an example simplified version of popular Saboteur card game is used. Implementation was done in Java language using following libraries and applications: Apache Mina, LWJGL.

  15. Teaching high-school Geoscience through a group-based activity: the Geotrivia experiment

    NASA Astrophysics Data System (ADS)

    Bakopoulou, Athanasia

    2015-04-01

    Geotrivia is an educational game which aims at the enhancement of geoscience teaching in secondary education, through an interactive group-based activity. As behavioural teaching methods no longer excite students in a multitask society, new approaches should be implemented to keep up with novel learning methodologies and team-based techniques. Thus, the main aim of the experiment was to come up with an alternative learning process on geology and geography in order to upgrade and attract more students to Geosciences. Geotrivia is based on the techniques of motivation (competition to be the winner) and enjoyable educational time (it is funny to play a game) in terms of team-based student collaboration. Pedagogical aims of Geotrivia consist of team-based work, independency, autonomy and initiative, active participation, student self-evaluation and metacognition. Geotrivia is a card game, consisting of about 150 playing cards, a whistle and an hourglass. Each playing card contains a geology- or geography-related question and the answer to the question is given in the lower part of the card. Class students are divided in about 4 groups of about 5 students each. The aim of each group is to collect as many cards as possible. The hourglass is flipped and a member of the team takes the pack of cards and uses it to ask questions to his team; the other members have to answer as many questions. The team wins a card when they give a correct answer. The game is played at the end of each curriculum unit; a comprehensive version of the game is held at end of the school year. Most -but not all- questions are based on the course syllabus, which deals with the geology and geography of Europe at junior high school level (e.g. what is the cause of high seismicity in Greece?). Accordingly, Geotrivia questions can be adjusted to each country school book of geology - geography at any grade. To evaluate the results of Geotrivia, we used the methodology of pretest and posttest, an experimental group of about 50 students, which undertook Geotrivia and a control group of about 50 students, which underwent the usual teaching process. After applying Geotrivia during the last school year, the results obtained were: 1. Students accepted Geotrivia enthusiastically and realized that knowledge can be pleasantly obtained. 2. Students' participation was active and voluntary. 3. Students adhered to the rules of the game by themselves with almost no interference by the teacher, increasing their autonomy and responsibility towards the learning process. 4. Team-based work took place successfully. Team spirit and collaboration were ultimately cultivated, parameters that enforce the learning process. 5. Geotrivia appeared to be a pleasant way for chapter revision. Students were motivated to study for the next game and not for the next test, thus mastering the knowledge voluntarily and not under the fear of tests or grades. 6. Students were able to self-evaluate their knowledge through an enjoyable procedure. 7. Students had the opportunity to reach the level of metacognition purposely. 8. At the end-term exams the majority of students achieved surprisingly high grades. Therefore, the pilot run of Geotrivia has shown that it is a high standard learning process with promising results for geoscience education.

  16. Astro-tainment: Using modern and indigenous games to communicate astronomy

    NASA Astrophysics Data System (ADS)

    Manxoyi, S.

    2008-06-01

    Games are by their nature interactive, informative and developmental and in many cases full of fun and entertainment. SAAO has used modern and indigenous games to communicate astronomy to learners, educators and members of the public. These games include board, card, stone, pen and paper, domino, singalongs, ball and computer games. The use of games serves to simplify, demystify and communicate hard concepts in a fun way. They extend beyond the confines of institutions as games can be played at home and school. There is also no need for supervision when rules are mastered. This presentation also examines the principles (racing, collection, simulation and placing) which underpin our games as well seeking to demonstrate how simple materials can be transformed into communication and educational tools by infusing relevant astronomical knowledge.

  17. Novel Card Games for Learning Radiographic Image Quality and Urologic Imaging in Veterinary Medicine.

    PubMed

    Ober, Christopher P

    Second-year veterinary students are often challenged by concepts in veterinary radiology, including the fundamentals of image quality and generation of differential lists. Four card games were developed to provide veterinary students with a supplemental means of learning about radiographic image quality and differential diagnoses in urogenital imaging. Students played these games and completed assessments of their subject knowledge before and after playing. The hypothesis was that playing each game would improve students' understanding of the topic area. For each game, students who played the game performed better on the post-test than students who did not play that game (all p<.01). For three of the four games, students who played each respective game demonstrated significant improvement in scores between the pre-test and the post-test (p<.002). The majority of students expressed that the games were both helpful and enjoyable. Educationally focused games can help students learn classroom and laboratory material. However, game design is important, as the game using the most passive learning process also demonstrated the weakest results. In addition, based on participants' comments, the games were very useful in improving student engagement in the learning process. Thus, use of games in the classroom and laboratory setting seems to benefit the learning process.

  18. The effect of selected health education schemes on knowledge and attitude of the Kanuri towards certain parasitic diseases.

    PubMed

    Akogun, O B

    1992-12-01

    The effect of 3 types of intervention schemes on the scientific knowledge and attitude of Kanuri towards malaria, diarrhoea and dysentery and intestinal worms was assessed using the Likert scale response type statements. 1383 respondents in our identical Kanuri villages were used in the study. The effect of still pictures and card games (Goramari), drama songs, storytelling and discussions (Yerimari) and a combination of both (Shetimari) on knowledge and attitude was tested. Gotimari was used as the control. Quarterly assessment of changes in knowledge and attitude showed that Goramari was the least effective while Yerimari and Shetimari were the most effective. Women were more influenced than men by health education schemes which involve drama songs and stories while card games and still pictures had very little effect on them (women). The implication of these findings on disease management through health education is discussed.

  19. Georg Philipp Harsdörffer, the first astronomical card game, and the Christian constellations (German Title: Georg Philipp Harsdörffer, das erste astronomische Kartenspiel und die christlichen Sternbilder)

    NASA Astrophysics Data System (ADS)

    Gaab, Hans

    The first astronomical card game was issued in Nuremberg in 1656. Its author was the lawyer, writer and literary theoretican Georg Philipp Harsdouml;rffer (1607-1658), who is primarily remembered as the inventor of the “Nuremberg funnel”. It is possible that a second card game was issued in the same year, but the sources are ambiguous. After some preliminaries on the history of card games, Harsdörffer's pack of cards is presented. In addition, general remarks about the history of sky maps are given.

  20. "The Counties of England": A Nineteenth-Century Geographical Game to Amuse and Instruct

    ERIC Educational Resources Information Center

    Dove, Jane Elizabeth

    2014-01-01

    This study examines a Victorian geographical card game entitled "The Counties of England" published by Jaques & Son. Advertised as highly instructive and educational, it was designed to teach children about the principal towns in each county, their products and notable buildings. The aims of the study were to discover whether the…

  1. Learning when to Hold'em and When to Fold'em: ERS's Budget Hold'em Game Facilitates the Budget Development Process in Memphis

    ERIC Educational Resources Information Center

    Education Resource Strategies, 2010

    2010-01-01

    If your school district is facing a budget issue, it might surprise you to learn that the solution might very well lie in a game of cards. That certainly was the case earlier this year for the city schools of Memphis, Tennessee. The game is called Budget Hold'em, and it was developed by Education Resource Strategies (ERS) of Watertown,…

  2. 75 FR 8156 - Electronic Game Card, Inc.; Order of Suspension of Trading

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-02-23

    ... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] Electronic Game Card, Inc.; Order of Suspension of Trading February 19, 2010. It appears to the Securities and Exchange Commission that there is a lack of current and accurate information concerning the securities of Electronic Game Card, Inc...

  3. Playing cards on asthma management: A new interactive method for knowledge transfer to primary care physicians

    PubMed Central

    Boulet, Louis-Philippe; Borduas, Francine; Bouchard, Jacques; Blais, Johanne; Hargreave, Frederick E; Rouleau, Michel

    2007-01-01

    OBJECTIVES: To describe an interactive playing card workshop in the communication of asthma guidelines recommendations, and to assess the initial evaluation of this educational tool by family physicians. DESIGN: Family physicians were invited to participate in the workshop by advertisements or personal contacts. Each physician completed a standardized questionnaire on his or her perception of the rules, content and properties of the card game. SETTING: A university-based continuing medical education initiative. PARTICIPANTS: Primary care physicians. MAIN OUTCOME MEASURES: Physicians’ evaluation of the rules, content and usefulness of the program. RESULTS: The game allowed the communication of relevant asthma-related content, as well as experimentation with a different learning format. It also stimulated interaction in a climate of friendly competition. Participating physicians considered the method to be an innovative tool that facilitated reflection, interaction and learning. It generated relevant discussions on how to apply guideline recommendations to current asthma care. CONCLUSIONS: This new, interactive, educational intervention, integrating play and scientific components, was well received by participants. This method may be of value to help integrate current guidelines into current practice, thus facilitating knowledge transfer to caregivers. PMID:18060093

  4. Game management, context effects, and calibration: the case of yellow cards in soccer.

    PubMed

    Unkelbach, Christian; Memmert, Daniel

    2008-02-01

    Referees in German first-league soccer games do not award as many yellow cards in the beginning of a game as should be statistically expected. One explanation for this effect is the concept of game management (Mascarenhas, Collins, & Mortimer, 2002). Alternatively, the consistency model (Haubensak, 1992) explains the effect as a necessity of the judgment situation: Referees need to calibrate a judgment scale, and, to preserve degrees of freedom in that scale, they need to avoid extreme category judgments in the beginning (i.e., yellow cards). Experiment 1 shows that referees who judge scenes in the context of a game award fewer yellow cards than referees who see the same scenes in random order. Experiment 2 shows the combined influence of game management (by explicitly providing information about the game situation) and calibration (early vs. late scenes in the time course of a game). Theoretical implications for expert refereeing and referee training are discussed.

  5. New Aquatic Activities and Games for Secondary Physical Education

    ERIC Educational Resources Information Center

    Banks, Aaron; Reimann, Bonnie

    2012-01-01

    The purpose of this article is to provide educators with usable, nontraditional aquatic activities that can be adapted for swimmers and non-swimmers alike. Educators are oriented to a variety of aquatic techniques designed to challenge both health- and skill-related fitness components. By using a series of activity cards, the authors have blended…

  6. "InFection Four": Development of a Youth-Informed Sexual Health Card Game

    ERIC Educational Resources Information Center

    Gilliam, Melissa; Jagoda, Patrick; Heathcock, Stephen; Sutherland, Ainsley

    2014-01-01

    Games may be useful tools for learning and communicating about sexual and reproductive health. This article discusses the collaborative design and subsequent evaluation of a narrative-based card game. This game was created in a workshop based on positive youth development, which allowed youth to be involved as game designers and game players.…

  7. Assessment of educational games for health professions: a systematic review of trends and outcomes.

    PubMed

    Abdulmajed, Hind; Park, Yoon Soo; Tekian, Ara

    2015-04-01

    Traditional lecturing used in teaching has the lowest retention rate; the use of games as part of an instruction method may enhance retention and reinforce learning by creating a dynamic educational environment. This study aims to systematically review the literature on educational games for the health professions to identify trends and investigate assessment tools used to measure its learning outcomes. Seven databases were used in the search: ERIC, Education Research Complete, Medline, Medline Complete, Academic Search Complete, The Cochrane Library and PubMed. The search identified 2865 papers; among them, 1259 were excluded and 22 were evaluated. The selection incorporated five full papers which focused directly on the health professionals. Two studies involved the use of board games and two studies involved card games, crossword puzzles and one study involved a team quiz competition. Overall, studies lacked a strong link between the use of games for both instructional and assessment purposes. Gaming makes a positive impact on the teaching/learning process. However, existing assessment methodologies have been not fully captured the learning that may occur in these games. Robust research is needed to address the use of games that have been assessed objectively.

  8. 25 CFR 502.3 - Class II gaming.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... drawn or electronically determined; and (3) Win the game by being the first person to cover a designated... jars, instant bingo, and other games similar to bingo; (c) Nonbanking card games that: (1) State law... limitations on wagers and pot sizes; (d) Card games played in the states of Michigan, North Dakota, South...

  9. 25 CFR 502.3 - Class II gaming.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... drawn or electronically determined; and (3) Win the game by being the first person to cover a designated... jars, instant bingo, and other games similar to bingo; (c) Nonbanking card games that: (1) State law... limitations on wagers and pot sizes; (d) Card games played in the states of Michigan, North Dakota, South...

  10. 25 CFR 502.3 - Class II gaming.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... drawn or electronically determined; and (3) Win the game by being the first person to cover a designated... jars, instant bingo, and other games similar to bingo; (c) Nonbanking card games that: (1) State law... limitations on wagers and pot sizes; (d) Card games played in the states of Michigan, North Dakota, South...

  11. 25 CFR 502.3 - Class II gaming.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... drawn or electronically determined; and (3) Win the game by being the first person to cover a designated... jars, instant bingo, and other games similar to bingo; (c) Nonbanking card games that: (1) State law... limitations on wagers and pot sizes; (d) Card games played in the states of Michigan, North Dakota, South...

  12. 25 CFR 502.3 - Class II gaming.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... drawn or electronically determined; and (3) Win the game by being the first person to cover a designated... jars, instant bingo, and other games similar to bingo; (c) Nonbanking card games that: (1) State law... limitations on wagers and pot sizes; (d) Card games played in the states of Michigan, North Dakota, South...

  13. Organocards--Chemical Card Game 2

    ERIC Educational Resources Information Center

    Kristol, D.; Perlmutter, H. D.

    1971-01-01

    Describes the use of the game cards designed to help students master a large number of seemingly diverse yet fundamental reactions of classical organic chemistry. Claims that cards have stimulated students to learn organic reactions more willingly and more independently. (Author/PR)

  14. Better retention through game-play - EcoChains: Arctic Crisis card game

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J.; O'Garra, T.; Bachrach, E.

    2015-12-01

    Increasingly games are being used in formal and informal education with the goal of improving student/participant understanding of content knowledge through enhanced engagement. While most games are fun by design, few controlled studies have been conducted to assess games' potential for learning gains in comparison with traditional educational approaches. Without evidence for learning, it can be difficult to justify incorporating STEM games in curricula and other programming. In this study we assess the impact of a game called EcoChains (http://thepolarhub.org/project/ecochains-arctic-crisis) on learning, using a controlled experiment. The EcoChains: Arctic Crisis card game gives players the opportunity to learn about the components of an Arctic marine food web, the reliance of some species on sea ice, and the potential impacts of future changes on the ecosystem. EcoChains was developed under the Polar Learning and Responding: PoLAR Climate Change Education Partnership (thepolarhub.org). EcoChains aligns with Next Generation Science Standards LS2 Ecosystems: Interactions, Energy, and Dynamics and ESS3 Earth and Human Activity. Participants in this experiment (n=41) were randomly assigned to either play EcoChains or to read a magazine-style article with similar content (the control). Questionnaires, mapping exercises and a 4-week follow-up survey were used to identify changes in participant knowledge of climate change and the Arctic region, attitudes and beliefs about climate change and its impacts, information-seeking behaviors, systems thinking, impressions of and engagement with the intervention experience. Analysis indicates that the game was as effective as, and in some respects more effective than, the article at teaching participants about climate change and the Arctic region and ecosystems. The follow up survey found that game players recalled new information better than those who read the article. Participants were also more engaged in the game than the article, they found it to be more fun, they were happier while playing than while reading, and they were more likely to recommend the game to others. These findings indicate that game-based learning can improve retention of new content knowledge as well as engagement in subject matter.

  15. Beta Testing an Oral Health Edutainment Card Game Among 12-13-Year-Old Children in Bangalore, India.

    PubMed

    Harikiran, Arkalgud Govindraju; Vadavi, Deepti; Shruti, Tulika

    2017-12-01

    Card games are easy, cost effective, culturally acceptable, as well as sustainable and require minimal infrastructure over other edutainment approaches in achieving health and oral health promotion goals. Therefore, we wanted to conceptualize, develop, and beta test an innovative oral health edutainment card game for preadolescent children in Bangalore, India. An innovative oral health card game, titled "32 warriors" was conceptualized and developed to incorporate age appropriate, medically accurate oral health information. The card game aimed at empowering children to take appropriate care of their oral health. The card game was beta tested on 45 children, aged between 12 and 13 years. Using prepost design, a 32-itemed, closed-ended questionnaire assessed children's oral health knowledge, attitude, and feedback on the game. Change in mean scores for knowledge and attitude was assessed using "Wilcoxon Sign Rank test" at P < 0.05. "Effect size" was calculated. Feedback was categorized in terms of type of response and its frequency. Statistically significant improvement was observed in group mean overall score, mean knowledge, and attitude scores, respectively (pre 14.7 ± 2.91 and post 18.6 ± 4.35, P = 0.003; 11.8 ± 2.73, 14.76 ± 4.0, P = 0.000; 2.93 ± 1.09, 3.84 ± 1.02, P = 0.000), with mean effect size 0.5. Participants reported that they enjoyed the game and learned new things about oral health. The card game is appealing to children and improves their oral health knowledge and attitude as evidenced by beta test results. We need to further explore the demand, feasibility, and cost effectiveness of introducing this game in formal settings (school based)/informal settings (family and other social settings).

  16. Is poker a game of skill or chance? A quasi-experimental study.

    PubMed

    Meyer, Gerhard; von Meduna, Marc; Brosowski, Tim; Hayer, Tobias

    2013-09-01

    Due to intensive marketing and the rapid growth of online gambling, poker currently enjoys great popularity among large sections of the population. Although poker is legally a game of chance in most countries, some (particularly operators of private poker web sites) argue that it should be regarded as a game of skill or sport because the outcome of the game primarily depends on individual aptitude and skill. The available findings indicate that skill plays a meaningful role; however, serious methodological weaknesses and the absence of reliable information regarding the relative importance of chance and skill considerably limit the validity of extant research. Adopting a quasi-experimental approach, the present study examined the extent to which the influence of poker playing skill was more important than card distribution. Three average players and three experts sat down at a six-player table and played 60 computer-based hands of the poker variant "Texas Hold'em" for money. In each hand, one of the average players and one expert received (a) better-than-average cards (winner's box), (b) average cards (neutral box) and (c) worse-than-average cards (loser's box). The standardized manipulation of the card distribution controlled the factor of chance to determine differences in performance between the average and expert groups. Overall, 150 individuals participated in a "fixed-limit" game variant, and 150 individuals participated in a "no-limit" game variant. ANOVA results showed that experts did not outperform average players in terms of final cash balance. Rather, card distribution was the decisive factor for successful poker playing. However, expert players were better able to minimize losses when confronted with disadvantageous conditions (i.e., worse-than-average cards). No significant differences were observed between the game variants. Furthermore, supplementary analyses confirm differential game-related actions dependent on the card distribution, player status, and game variant. In conclusion, the study findings indicate that poker should be regarded as a game of chance, at least under certain basic conditions, and suggest new directions for further research.

  17. A Lively Class Section for the Adult Education Second-Language Course.

    ERIC Educational Resources Information Center

    Carton, Dana

    1983-01-01

    Exercises with numbers designed to hold the interest of a heterogeneous group of adult students are described. They include games about age, counting, and cards. Meaningful content and active, interested participation are features of the techniques. (MSE)

  18. Using Games To Explore The Nexus of Climate, Energy, and Water

    NASA Astrophysics Data System (ADS)

    Hall, M. K.; Mayhew, M. A.

    2012-12-01

    We have developed a set of card games to teach teens and adults about the interdependency of energy demand, water consumption, and climate change, which we term the nexus of energy, water, and climate. The latest game challenges players to construct arguments around issues related to the nexus, such as the benefits of carbon sequestration or the negative impacts of consuming corn biofuel. The game has been through several rounds of playtesting, both with teens and adults, and in formal and informal learning environments, such as our ongoing teen Cafe Scientifique program (www.cafenm.org). The card game consists of two types of cards, "Challenge" and "Policy." Each round, one player acting as the Judge draws a Challenge card and reads the adjective—for example, dangerous, clean, catastrophic, awesome— and its definition displayed on the card. The other players hold Policy cards containing 3 or 4 facts related to nexus concepts. For example, the Algae bio-diesel fuel policy card contains the fact, "Algae can produce 100 times more fuel per acre that any other biofuel crop". A fact on the Tight shale gas policy card reads, "Chemicals used in 'fracking' can contaminate water supplies." Using the facts on a single Policy card, each player constructs an argument aligned with the adjective—and presents it to the Judge. This requires players to synthesize the given facts and any prior knowledge about the topic into a coherent argument. As players make their arguments, everyone is challenged to think about the nuances and implications of the myriad choices we have in balancing the needs for water and energy resources with the challenge of minimizing climate change. The Judge decides which player makes the policy argument that best aligns with the adjective, and that player wins the round. Players take turns being the Judge. The first player to win three rounds wins the game. The game has been well received by both teen and adult audiences. It is a highly social game and fun to play, while conveying a rich variety of concepts related to the nexus of energy, water, and climate. We are happy to share the draft game with any who would like to playtest it with their own audiences.

  19. Cool Cow Quiz.

    ERIC Educational Resources Information Center

    DeRosa, Bill

    1988-01-01

    Provides a game to help develop the skill of estimating and making educated guesses. Uses facts about cows to explain some problems associated with the dairy industry. Includes cards and rules for playing, class adaptation procedures, follow-up activities, and availability of background information on humane concerns. (RT)

  20. Development of Chemistry Game Card as an Instructional Media in the Subject of Naming Chemical Compound in Grade X

    NASA Astrophysics Data System (ADS)

    Bayharti; Iswendi, I.; Arifin, M. N.

    2018-04-01

    The purpose of this research was to produce a chemistry game card as an instructional media in the subject of naming chemical compounds and determine the degree of validity and practicality of instructional media produced. Type of this research was Research and Development (R&D) that produced a product. The development model used was4-D model which comprises four stages incuding: (1) define, (2) design, (3) develop, and (4) disseminate. This research was restricted at the development stage. Chemistry game card developed was validated by seven validators and practicality was tested to class X6 students of SMAN 5 Padang. Instrument of this research is questionnair that consist of validity sheet and practicality sheet. Technique in collection data was done by distributing questionnaire to the validators, chemistry teachers, and students. The data were analyzed by using formula Cohen’s Kappa. Based on data analysis, validity of chemistry game card was0.87 with category highly valid and practicality of chemistry game card was 0.91 with category highly practice.

  1. LifeChanger: A Pilot Study of a Game-Based Curriculum for Sexuality Education.

    PubMed

    Gilliam, Melissa; Jagoda, Patrick; Heathcock, Stephen; Orzalli, Sarah; Saper, Carolyn; Dudley, Jessyca; Wilson, Claire

    2016-04-01

    To assess the feasibility and acceptability of a game-based sexuality education curriculum. Curriculum evaluation used descriptive statistics, observation, and qualitative and quantitative data collection. The study was conducted in eighth grade classrooms in Chicago, Illinois. Students from 3 eighth grade classrooms from a school using a game-based curriculum. The intervention had 11 modules and used an ecological model informed by the extant literature. The intervention was developed by the Game Changer Chicago Design Lab and featured a card game designed with youth participation. The study outcomes of interest included learning, feasibility, and acceptability of the curriculum. Students highly rated frank conversation via "Ask the Doctor" sessions and role-playing. Students raised concerns about the breadth of activities, preferring to explore fewer topics in greater depth. A game-based curriculum was feasible, yet students placed the highest value on frank discussion about sexuality. Copyright © 2016 North American Society for Pediatric and Adolescent Gynecology. Published by Elsevier Inc. All rights reserved.

  2. How Not to Strike it Rich: Semantics, Pragmatics, and Semiotics of a Massachusetts Lottery Game Card

    ERIC Educational Resources Information Center

    Butters, Ronald R.

    2004-01-01

    In 2001, the Massachusetts State Lottery Commission released for sale a new "instant lottery ticket" "scratch-and-play" game card named "Caesars [sic] Palace[R]" (played by scratching the surface of each card at designated spots to reveal hidden numbers or images). It offered ten grand prizes of $1,000,000 each and a…

  3. Fostering the Development of Logico-Mathematical Thinking in a Card Game at Ages 5-6

    ERIC Educational Resources Information Center

    Kamii, Constance; Kato, Yasuhiko

    2005-01-01

    A class of 14 kindergartners in Japan was videotaped while playing a card game in groups of three involving the placement of cards in numerical order. The children were followed up in first grade, and it was found that development in one area of logico-mathematical knowledge (for example, the making of temporal relationships) stimulates…

  4. Chemical Alias: An Engaging Way to Examine Nomenclature

    ERIC Educational Resources Information Center

    Kurushkin, Mikhail; Mikhaylenko, Maria

    2015-01-01

    An educational card game, "Chemical Alias," has been developed as an alternative method of reviewing students' knowledge of nomenclature. In contrast to conventional tests, this highly competitive activity is a fun and effective way to examine and reinforce nomenclature. The students play in pairs, using Clark's famous spiral arrangement…

  5. Use of board games, historical calendars, and trading cards in a history of psychology class.

    PubMed

    Abramson, Charles I; Burke-Bergmann, Amanda L; Nolf, Sondra L; Swift, Kristen

    2009-04-01

    This article describes three activities for students created for a history of psychology course: various board games, trading cards, and calendars. Data are provided on their effectiveness. Suggestions for incorporating the activities are described.

  6. Training Methods and Tactical Decision-Making Simulations

    DTIC Science & Technology

    2007-09-01

    TDS TDG ALL Standard Deviation 100.60 14.85 87.40 Puzzle, Card , Board Subjects Responding 5 3 8 Total # of Hours/Year 805 774 1579 Minimum...Table 7 shows that participants had the most commercial game experience with puzzle, card , board, and adventure/fantasy type games. Participants...circle all that apply) 1. first person shooter 2. flight simulations 3. racing 4. other sports 5. puzzle, strategy, card , board

  7. Falling PC Solitaire Cards: An Open-Inquiry Approach

    ERIC Educational Resources Information Center

    Gonzalez-Espada, Wilson J.

    2012-01-01

    Many of us have played the PC Solitaire game that comes as standard software in many computers. Although I am not a great player, occasionally I win a game or two. The game celebrates my accomplishment by pushing the cards forward, one at a time, falling gracefully in what appears to look like a parabolic path in a drag-free environment. One day,…

  8. Applying 4-H Judging Strategies to Board, Dice, and Card Games: Developing Skills in Urban and Suburban Youths

    ERIC Educational Resources Information Center

    Brandt, Brian; Stowe, James

    2017-01-01

    Most 4-H judging events involve livestock or other traditional 4-H projects. Consequently, many urban and suburban youths miss out on building life skills developed through judging. In a nontraditional approach to 4-H judging, such youths play board, dice, and card games and then judge the games using the practice of giving oral reasons. The…

  9. Algunos Animales de Latino America = Some Animals of Latin America.

    ERIC Educational Resources Information Center

    Thompson, Kathryn F. B.

    Developed by the Latin American Culture Studies Project for educators of elementary level children, these materials are designed to teach students the Spanish and English names of animals found in Latin America. The lesson includes coloring sheets, duplicating masters, fact sheets, the card game Maymayguashi, and directions for preparation. (DB)

  10. 50 CFR 32.36 - Kentucky.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... than one youth. 14. All persons born after January 1, 1975, must possess a valid hunter education card... taking upland game. 5. You may possess only approved nontoxic shot (see § 32.2(k)) while hunting small... only allow one rod and reel or pole and line for fishing per person. iii. We prohibit the use of any...

  11. 50 CFR 32.36 - Kentucky.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... than one youth. 14. All persons born after January 1, 1975, must possess a valid hunter education card... taking upland game. 5. You may possess only approved nontoxic shot (see § 32.2(k)) while hunting small... only allow one rod and reel or pole and line for fishing per person. iii. We prohibit the use of any...

  12. 50 CFR 32.36 - Kentucky.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... than one youth. 14. All persons born after January 1, 1975, must possess a valid hunter education card... taking upland game. 5. You may possess only approved nontoxic shot (see § 32.2(k)) while hunting small... only allow one rod and reel or pole and line for fishing per person. iii. We prohibit the use of any...

  13. 50 CFR 32.36 - Kentucky.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... than one youth. 14. All persons born after January 1, 1975, must possess a valid hunter education card... taking upland game. 5. You may possess only approved nontoxic shot (see § 32.2(k)) while hunting small... only allow one rod and reel or pole and line for fishing per person. iii. We prohibit the use of any...

  14. Board and card games for studying electrochemistry: Preliminary research and early design

    NASA Astrophysics Data System (ADS)

    Kurniawan, Rizmahardian Ashari; Kurniasih, Dedeh; Jukardi

    2017-12-01

    Games in the chemistry classroom can offer engaging and fun alternative method of learning. However, only a few games in chemistry, especially in electrochemistry subject are available commercially. In this research, we developed board and card games for studying electrochemistry. We surveyed chemistry teacher and students from 10 different senior high schools in Pontianak to decide content and characteristic of the game. We have designed the game that can be played by four students or four group of students, either as a specific instruction in the classroom or as a supplementary learning material. The game was designed to help students understanding the voltaic cell configuration and its voltaic potential.

  15. Dealing with Piaget: Analyzing Card Games for Understanding Concepts.

    ERIC Educational Resources Information Center

    Weisskirch, Robert S.

    Students who take developmental psychology courses have difficulty applying theoretical concepts to situations separate from the context of theory. When learning about Piagetian theory, students often confine their understanding to demonstrations of conservation tasks. Analyzing Card Games, an active learning activity, allows students to apply the…

  16. Earthquake: Game-based learning for 21st century STEM education

    NASA Astrophysics Data System (ADS)

    Perkins, Abigail Christine

    To play is to learn. A lack of empirical research within game-based learning literature, however, has hindered educational stakeholders to make informed decisions about game-based learning for 21st century STEM education. In this study, I modified a research and development (R&D) process to create a collaborative-competitive educational board game illuminating elements of earthquake engineering. I oriented instruction- and game-design principles around 21st century science education to adapt the R&D process to develop the educational game, Earthquake. As part of the R&D, I evaluated Earthquake for empirical evidence to support the claim that game-play results in student gains in critical thinking, scientific argumentation, metacognitive abilities, and earthquake engineering content knowledge. I developed Earthquake with the aid of eight focus groups with varying levels of expertise in science education research, teaching, administration, and game-design. After developing a functional prototype, I pilot-tested Earthquake with teacher-participants (n=14) who engaged in semi-structured interviews after their game-play. I analyzed teacher interviews with constant comparison methodology. I used teachers' comments and feedback from content knowledge experts to integrate game modifications, implementing results to improve Earthquake. I added player roles, simplified phrasing on cards, and produced an introductory video. I then administered the modified Earthquake game to two groups of high school student-participants (n = 6), who played twice. To seek evidence documenting support for my knowledge claim, I analyzed videotapes of students' game-play using a game-based learning checklist. My assessment of learning gains revealed increases in all categories of students' performance: critical thinking, metacognition, scientific argumentation, and earthquake engineering content knowledge acquisition. Players in both student-groups improved mostly in critical thinking, having doubled the number of exhibited instances of critical thinking between games. Players in the first group exhibited about a third more instances of metacognition between games, while players in the second group doubled such instances. Between games, players in both groups more than doubled the number of exhibited instances of using earthquake engineering content knowledge. The student-players expanded use of scientific argumentation for all game-based learning checklist categories. With empirical evidence, I conclude play and learning can connect for successful 21 st century STEM education.

  17. The Many Hats of an Instructional Designer: The Development of an Instructional Card Game.

    ERIC Educational Resources Information Center

    Sugar, William; Betrus, Anthony

    2002-01-01

    Discusses the difficulties in defining instructional technology, suggests core competencies, proposes five instructional designer archetypes, and describes the development of an instructional card game designed for graduate students in instructional design to expose them to major responsibilities of an instructional designer and give them insight…

  18. The Immune System Game

    ERIC Educational Resources Information Center

    Work, Kirsten A.; Gibbs, Melissa A.; Friedman, Erich J.

    2015-01-01

    We describe a card game that helps introductory biology students understand the basics of the immune response to pathogens. Students simulate the steps of the immune response with cards that represent the pathogens and the cells and molecules mobilized by the immune system. In the process, they learn the similarities and differences between the…

  19. What makes gambling cool? Images of agency and self-control in fiction films.

    PubMed

    Egerer, Michael; Rantala, Varpu

    2015-03-01

    The study is a qualitative film analysis. It seeks to determine the semiotic and cinematic structures that make gambling appealing in films based on analysis of 72 film scenes from 28 narrative fiction films made from 1922 to 2003 about gambling in North American and West European mainstream cinema. The main game types include card games, casino games, and slot machines. The theme of self-control and competence was identified as being central to gambling's appeal. These images are strongly defined by gender. The study was funded by ELOMEDIA, financed by the Finnish Ministry of Education and Culture as well as the Finnish Foundation for Alcohol Studies. The limitations of the study are noted.

  20. Playing spades: The rich resources of African American young men

    NASA Astrophysics Data System (ADS)

    Schademan, Alfred R.

    Research has shown that African American young men as a demographic group occupy the lowest levels of academic performance in both science and mathematics. In spite of this educational problem, little research has been conducted on the knowledge related to these disciplines that these young men learn and develop through everyday cultural practices. Such knowledge is needed in order to: (1) combat the deficit views that many teachers currently hold of African American young men, and (2) inform teachers interested in implementing pedagogies in their classrooms that draw upon the knowledge of African American young men. To add to our knowledge in this field, this study examines the resources that African American young men learn, use, and develop through a card game called Spades. Specifically, the study identifies and analyzes the models and model-based reasoning that the players use in order to win games. The study focuses upon modeling as it is central to both science and mathematics. To imbed player models and reasoning in context, the study employs a syncretic theoretical framework that examines how Spades has changed over time and how it is currently played in a high school setting. The qualitative study uses ethnographic methods combined with play-by-play analyses to reconstruct games and examine player strategies and reasoning that guide their decisions. The study found that the players operate from a number of different models while playing the game. Specifically, the players consider multiple variables and factors, as well as their mathematical relationships, to predict future occurrences and then play cards accordingly. Further, the players use a number of resources to win games including changing the game to maintain a competitive edge, counting cards, selectively memorizing cards played, assessing risk, bluffing, reading partners as well as opponents, reneging, estimating probabilities, and predicting outcomes. The player models and resources bear striking resemblance to what scientists and mathematicians do when modeling. Lastly, the study identifies eight features of Spades that make it a rich context for the learning and development of significant forms of reasoning. Most importantly, Spades is an empowering context through which the players both learn and display their resources and abilities in order to deal with complex situations. Consequently, the study provides evidence that many African American young men routinely employ types of reasoning in everyday practices that are robust and relevant to science and mathematics.

  1. Consumer Law-Related Education Materials (Grades 4-7). Okeechobee County.

    ERIC Educational Resources Information Center

    Allen, Rodney F., Ed.; Landry, Russell H., Ed.

    These teacher-developed learning activities for grades 4-7 deal with consumer law-related topics. The self-contained activities are organized into five sections. Section one contains a role-playing card game that helps students examine rules and feelings. For example, one role-playing situation involves a confrontation between a student and a bus…

  2. Go Chemistry: A Card Game to Help Students Learn Chemical Formulas

    ERIC Educational Resources Information Center

    Morris, Todd A.

    2011-01-01

    For beginning chemistry students, the basic tasks of writing chemical formulas and naming covalent and ionic compounds often pose difficulties and are only sufficiently grasped after extensive practice with homework sets. An enjoyable card game that can replace or, at least, complement nomenclature homework sets is described. "Go Chemistry" is…

  3. Math Games for the Young Child.

    ERIC Educational Resources Information Center

    Azzolino, Agnes

    This is a textbook of games for children of ages two through seven. In each section, games are listed from the basic to the more sophisticated and advanced. The book contains sections addressing: (1) counting and counting games; (2) travel games; (3) card games; (4) board games; and (5) games and activities with other things. (PK)

  4. Orson Scott Card's "Ender and Bean": The Exceptional Child as Hero

    ERIC Educational Resources Information Center

    Doyle, Christine

    2004-01-01

    Orson Scott Card's school stories in outer space, "Ender's Game" and "Ender's Shadow," purportedly occur at the same time and tell the "same" story, but from the perspectives of two different child protagonists. Scenes in "Ender's Shadow" even reproduce text from "Ender's Game." Nevertheless, 14 years elapsed between the publications of the two…

  5. Stimulating Mathematical Thinking through Domino Games

    ERIC Educational Resources Information Center

    Gough, John

    2015-01-01

    Most readers would be familiar with the standard domino set which is played with rectangular domino tiles. The domino set, sometimes called a deck or pack, consists of 28 dominoes, colloquially nicknamed bones, cards, tiles, stones, or spinners. A domino set is a generic gaming device, similar to playing cards or dice, in that a variety of games…

  6. Designing and Testing a Mathematics Card Game for Teaching and Learning Elementary Group Theory

    ERIC Educational Resources Information Center

    Galarza, Patrick

    2017-01-01

    This paper explores the viability and development of the first edition of the researcher's mathematical card game, Groups, as a learning tool for elementary group theory, a topic in abstract algebra. "Groups" was play-tested by six undergraduate students in late 2016 who provided feedback on "Groups" from both utility-centric…

  7. Chemkarta: A Card Game for Teaching Functional Groups in Undergraduate Organic Chemistry

    ERIC Educational Resources Information Center

    Knudtson, Christopher A.

    2015-01-01

    Students in undergraduate organic chemistry courses are frequently overwhelmed by the volume and complexity of information they are expected to learn. To aid in students' learning of organic functional groups, a novel card game "ChemKarta" is reported that can serve as a useful alternative to flashcards. This pedagogy is a simple…

  8. Student Perceptions in the Design of a Computer Card Game for Learning Computer Literacy Issues: A Case Study

    ERIC Educational Resources Information Center

    Kordaki, Maria; Papastergiou, Marina; Psomos, Panagiotis

    2016-01-01

    The aim of this work was twofold. First, an empirical study was designed aimed at investigating the perceptions that entry-level non-computing majors--namely Physical Education and Sport Science (PESS) undergraduate students--hold about basic Computer Literacy (CL) issues. The participants were 90 first-year PESS students, and their perceptions…

  9. Combining Digital Archives Content with Serious Game Approach to Create a Gamified Learning Experience

    NASA Astrophysics Data System (ADS)

    Shih, D.-T.; Lin, C. L.; Tseng, C.-Y.

    2015-08-01

    This paper presents an interdisciplinary to develop content-aware application that combines game with learning on specific categories of digital archives. The employment of content-oriented game enhances the gamification and efficacy of learning in culture education on architectures and history of Hsinchu County, Taiwan. The gamified form of the application is used as a backbone to support and provide a strong stimulation to engage users in learning art and culture, therefore this research is implementing under the goal of "The Digital ARt/ARchitecture Project". The purpose of the abovementioned project is to develop interactive serious game approaches and applications for Hsinchu County historical archives and architectures. Therefore, we present two applications, "3D AR for Hukou Old " and "Hsinchu County History Museum AR Tour" which are in form of augmented reality (AR). By using AR imaging techniques to blend real object and virtual content, the users can immerse in virtual exhibitions of Hukou Old Street and Hsinchu County History Museum, and to learn in ubiquitous computing environment. This paper proposes a content system that includes tools and materials used to create representations of digitized cultural archives including historical artifacts, documents, customs, religion, and architectures. The Digital ARt / ARchitecture Project is based on the concept of serious game and consists of three aspects: content creation, target management, and AR presentation. The project focuses on developing a proper approach to serve as an interactive game, and to offer a learning opportunity for appreciating historic architectures by playing AR cards. Furthermore, the card game aims to provide multi-faceted understanding and learning experience to help user learning through 3D objects, hyperlinked web data, and the manipulation of learning mode, and then effectively developing their learning levels on cultural and historical archives in Hsinchu County.

  10. What? Not Another Picture Bingo Game.

    ERIC Educational Resources Information Center

    Gagne, Antoinette

    1985-01-01

    Describes a picture game for beginner level students of English as a second language. Describes the preparation of the master bingo card and explains the game rules. This game differs from other bingo games in that there is an increase in the complexity of linquistic terms practiced throughout the game. (SED)

  11. Unclaimed Prize Information Biases Perceptions of Winning in Scratch Card Gambling.

    PubMed

    Walker, Alexander C; Stange, Madison; Fugelsang, Jonathan A; Koehler, Derek J; Dixon, Mike J

    2018-03-29

    Unclaimed prize information (i.e., the number of prizes still available to be won) is information commonly provided to scratch card gamblers. However, unless the number of tickets remaining to be purchased is also provided, this information is uninformative. Despite its lack of utility in assisting gamblers in choosing the most favourable type of scratch card to play, we hypothesized that unclaimed prize information would bias participants' judgments within a scratch card gambling context. In Experiment 1 (N = 201), we showed that participants are influenced by this information such that they felt more likely to win, were more excited to play, and preferred to hypothetically purchase more of the scratch card with the greatest number of unclaimed prizes. In Experiment 2 (N = 201), we attempted to ameliorate this bias by providing participants with the number of tickets remaining to be purchased and equating the payback percentages of all three games. The bias, although attenuated, still persisted in these conditions. Finally, in Experiment 3 (N = 200), we manipulated the hypothetical scratch cards such that games with the highest number of unclaimed prizes were the least favourable, and vice versa. As in Experiment 2, participants still favoured cards with greater numbers of unclaimed prizes. Possible mechanisms underlying this bias are discussed. In conclusion, across three experiments, we demonstrate that salient unclaimed prize information is capable of exerting a strong effect over judgments related to scratch card games.

  12. 77 FR 61778 - Shakopee Mdewakanton Sioux Community-Liquor Ordinance To Allow for On-Sale Liquor Transactions

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-10-11

    ... pull tabs, gaming in general and the conduct of other games of chance, including but not limited to video games of chance, blackjack, card games, and any other lawful games of chance and to oversee the...

  13. UNESCO Chemistry Teaching Project in Asia, Newsletter, Volume 3, Number 1, August 1969.

    ERIC Educational Resources Information Center

    United Nations Educational, Scientific, and Cultural Organization, Bangkok (Thailand).

    The "Chemistry Card Game" for teaching stoichiometry of inorganic precipitation and ionic complex reactions is described in the first article of this UNESCO newsletter. The game is played with 106 cards consisting of 19 kinds of cations, 14 kinds of anions, and one kind of molecules (NH3). Included are the instructions for making the…

  14. Card Games and Algebra Tic Tacmatics on Achievement of Junior Secondary II Students in Algebraic Expressions

    ERIC Educational Resources Information Center

    Okpube, Nnaemeka Michael; Anugwo, M. N.

    2016-01-01

    This study investigated the Card Games and Algebra tic-Tacmatics on Junior Secondary II Students' Achievement in Algebraic Expressions. Three research questions and three null hypotheses guided the study. The study adopted the pre-test, post-test control group design. A total of two hundred and forty (240) Junior Secondary School II students were…

  15. The most enjoyable way to learn the periodic table

    NASA Astrophysics Data System (ADS)

    Gümüşsoy, Verim; Kaya, Mustafa

    2017-04-01

    Constructivist learning allows students to be actively involved in the learning process and thus the learning to be permanent. It makes the lesson more interesting and enjoyable compared to classical learning where students are passive and get bored quickly. When students engage in activities during the learning process, they enjoy it more. And there is no doubt that games help this a lot. In this project, a game has been designed to make it more entertaining to learn the periodical table for the students. In this game, a huge periodical table (with empty columns) is drawn with acrylic paint in the school yard. Acrylic paint is preferred because it is resilient to outdoor conditions, quick drying and relatively durable. Besides its functionality in the game, the presence of the huge periodical table in the yard boosts students' motivation for scientific activities. Students are taught about the periodical table in their Chemistry lesson a week before the game is to be played. They are informed about the game and asked to bring some sportswear to wear during the game. On the game day, the class is divided into teams of five people. Each team wears a different color vest and is called by the color of the vest they are wearing. The starting point is drawn as far as possible from the periodical table. Furthermore, some question cards that cover the subject are used in the game. As an example from the game: one student from each team is asked to find the correct place by the atomic number of a certain element as described in the cards given to them. There is a time limit so the stopwatch is started as each student starts reading the information on the card. The student runs to the correct place of the certain element according to the clues on their given card. Then they stop and raise their hands. The teacher stops the stopwatch for that student. The teams gain points according to their speed and correct guesses. The game continues as other students are given different question cards and asked to follow same directions. In the end, the winning team is awarded. The game contains both short term goals, like allowing students to acquire the aimed learning outcome in a permanent way while having fun, and long term goals, like increasing the motivation toward the lesson and school and gaining team awareness.

  16. 25 CFR 542.2 - What are the definitions for this part?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... games, or gaming machines on a per day or cumulative basis. Ante means a player's initial wager or... in and supervising the operation and conduct of a craps game. Breakage means the difference between.... Card game means a game in which the gaming operation is not party to wagers and from which the gaming...

  17. 25 CFR 542.2 - What are the definitions for this part?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... games, or gaming machines on a per day or cumulative basis. Ante means a player's initial wager or... in and supervising the operation and conduct of a craps game. Breakage means the difference between.... Card game means a game in which the gaming operation is not party to wagers and from which the gaming...

  18. 25 CFR 542.2 - What are the definitions for this part?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... games, or gaming machines on a per day or cumulative basis. Ante means a player's initial wager or... in and supervising the operation and conduct of a craps game. Breakage means the difference between.... Card game means a game in which the gaming operation is not party to wagers and from which the gaming...

  19. 25 CFR 542.2 - What are the definitions for this part?

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... games, or gaming machines on a per day or cumulative basis. Ante means a player's initial wager or... in and supervising the operation and conduct of a craps game. Breakage means the difference between.... Card game means a game in which the gaming operation is not party to wagers and from which the gaming...

  20. 25 CFR 542.2 - What are the definitions for this part?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... games, or gaming machines on a per day or cumulative basis. Ante means a player's initial wager or... in and supervising the operation and conduct of a craps game. Breakage means the difference between.... Card game means a game in which the gaming operation is not party to wagers and from which the gaming...

  1. Stacking up against alternative conceptions: using Uno cards to introduce discourse and argumentation

    NASA Astrophysics Data System (ADS)

    Dunac, Patricia S.; Demir, Kadir

    2013-11-01

    We engaged secondary science students in a teacher and student constructed Uno card game (UCG) to change their conceptual understanding of the various energy transformations. The paper outlines how we incorporated Toulmin’s argumentation pattern (Toulmin 1958 The Uses of Argument (Cambridge: Cambridge University Press)) in the UCG, using discourse (Erduran et al 2004 Sci. Educ. 88 915-33) and through a 5E learning cycle (Bybee 1997 Achieving Scientific Literacy: From Purposes to Practices (Portsmouth, NH: Heinemann Educational Books)). The activity helped students develop a deeper understanding of the energy transformation among and between different sources. Students experienced a conceptual gain in their ways of thinking, in contrast to traditional teaching and learning practices. The collaboration and interaction between teacher-student(s) and between students fostered an environment where they became co-constructors of knowledge.

  2. Math.

    ERIC Educational Resources Information Center

    Learning, 1980

    1980-01-01

    Classroom games designed to develop mathematics skills in elementary school children are presented. These games involve personalizing metric measurement, telling time by television, creating an all-math newsletter, addition puzzles, subtraction games, division cards, multiplication, fractions, and measurement. (JD)

  3. Teaching About The Nexus of Energy, Water and Climate Through Traditional Games

    NASA Astrophysics Data System (ADS)

    Hall, M. K.; Mayhew, M. A.; Kaminsky, A.

    2011-12-01

    Getting to a sustainable energy economy, while conserving water resources and mitigating climate change, will involve myriad choices. Thus, it is important that the American public have an improved science-based understanding to form a strong basis for decision-making and to understand the trade-offs. To address this need, we are developing compelling, resource management style games that convey the intimate inter-relationships among energy demand, water consumption, and climate change and the importance of these inter-relationships to society. We have developed a card game with the help of professional game developer and an advisory group consisting of high school students and scientists involved with different aspects of energy-climate-water research as well as experts from the energy utilities and regulatory sectors. We have developed the card game based on real world data on energy production and consumption, regional climate information, and knowledge of emerging technologies that would mitigate the demand for energy, consumption of water with energy production, or climate change. The game is being played within the setting of our Cafe Scientifique program, now in its fifth year of serving high school age teens. One of the important aspects of the game is to find the right balance of energy output for various sources, water use by these sources, and amount of "pollution" generated (CO2 impacting climate, but also other kinds, such a radioactive waste and ground water contamination). Each player acts as "governor" of a specific region of the country, and no region has an a priori advantage. At the same time, it is important that the energy-water-pollution values we use correspond as closely as possible to real-world values. Data gathered from a combination of focus groups, surveys, and observations strongly suggest that this game, grounded in real life problems, stimulates authentic, meaningful learning. There is also some evidence that if games, such as this, are played in an educational context (formal or informal), learning can be furthered when game playing is supported by related lecturers and discussions before or after. At the same time, people who participated in focus groups acknowledged that only a subset of the population would be willing to play such games by choice on their own time. This last point is probably due more to broader cultural perspectives on education and learning in the United States than anything intrinsic to the game. Although those indicating that they'd play the game on their own time were in the minority, most participants could see playing the game in class, emphasizing that the game made learning both more fun, more meaningful, and more durable.

  4. Feasibility of discussing end-of-life care goals with inpatients using a structured, conversational approach: the go wish card game.

    PubMed

    Lankarani-Fard, Azadeh; Knapp, Herschel; Lorenz, Karl A; Golden, Joya F; Taylor, Anne; Feld, Jamie E; Shugarman, Lisa R; Malloy, Demetria; Menkin, Elizabeth S; Asch, Steven M

    2010-04-01

    Establishing goals of care is important in advance care planning. However, such discussions require a significant time investment on the part of trained personnel and may be overwhelming for the patient. The Go Wish card game was designed to allow patients to consider the importance of common issues at the end of life in a nonconfrontational setting. By sorting through their values in private, patients may present to their provider ready to have a focused conversation about end-of-life care. We evaluated the feasibility of using the Go Wish card game with seriously ill patients in the hospital. Of 133 inpatients approached, 33 (25%) were able to complete the game. The "top 10" values were scored based on frequency and adjusted for rank. The value selected of highest importance by the most subjects was "to be free from pain." Other highly ranked values concerned spirituality, maintaining a sense of self, symptom management, and establishing a strong relationship with health care professionals. Average time to review the patient's rank list after the patient sorted their values in private was 21.8 minutes (range: 6-45 minutes). The rankings from the Go Wish game are similar to those from other surveys of seriously ill patients. Our results suggest that it is feasible to use the Go Wish card game even in the chaotic inpatient setting to obtain an accurate portrayal of the patient's goals of care in a time-efficient manner. Published by Elsevier Inc.

  5. Learning to design rehabilitation devices through the H-CARD course: project-based learning of rehabilitation technology design.

    PubMed

    Roach, Nick; Hussain, Asif; Burdet, Etienne

    2012-01-01

    The aging population and the wish to improve quality of life, as well as the economic pressure to work longer, call for intuitive and efficient assistive and rehabilitation technologies. Therefore, we have developed a project based education paradigm in the design of assistive and rehabilitation devices. Using a miniature wireless sensing and feedback platform, the multimodal interactive motor assessment and training environment (MIMATE), students from different engineering backgrounds were able to develop innovative devices implementing rehabilitative games in the short span of a one-term course. We describe here this novel H-CARD course on the human-centered design of assistive and rehabilitative devices.

  6. 25 CFR 502.4 - Class III gaming.

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... II gaming, including but not limited to: (a) Any house banking game, including but not limited to— (1) Card games such as baccarat, chemin de fer, blackjack (21), and pai gow (if played as house banking games); (2) Casino games such as roulette, craps, and keno; (b) Any slot machines as defined in 15 U.S.C...

  7. 25 CFR 502.4 - Class III gaming.

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... II gaming, including but not limited to: (a) Any house banking game, including but not limited to— (1) Card games such as baccarat, chemin de fer, blackjack (21), and pai gow (if played as house banking games); (2) Casino games such as roulette, craps, and keno; (b) Any slot machines as defined in 15 U.S.C...

  8. 25 CFR 502.4 - Class III gaming.

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... II gaming, including but not limited to: (a) Any house banking game, including but not limited to— (1) Card games such as baccarat, chemin de fer, blackjack (21), and pai gow (if played as house banking games); (2) Casino games such as roulette, craps, and keno; (b) Any slot machines as defined in 15 U.S.C...

  9. 25 CFR 502.4 - Class III gaming.

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... II gaming, including but not limited to: (a) Any house banking game, including but not limited to— (1) Card games such as baccarat, chemin de fer, blackjack (21), and pai gow (if played as house banking games); (2) Casino games such as roulette, craps, and keno; (b) Any slot machines as defined in 15 U.S.C...

  10. 25 CFR 502.4 - Class III gaming.

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... II gaming, including but not limited to: (a) Any house banking game, including but not limited to— (1) Card games such as baccarat, chemin de fer, blackjack (21), and pai gow (if played as house banking games); (2) Casino games such as roulette, craps, and keno; (b) Any slot machines as defined in 15 U.S.C...

  11. Use of a Web-based game to teach pediatric content to medical students.

    PubMed

    Sward, Katherine A; Richardson, Stephanie; Kendrick, Jeremy; Maloney, Chris

    2008-01-01

    The aim of this study was to assess, using a Web-based format, third-year medical students' pediatric knowledge and perceptions of game playing with faculty facilitation compared with self-study computerized flash cards. This study used a repeated-measures experimental design with random assignment to a game group or self-study group. Pediatric knowledge was tested using multiple choice exams at baseline, week 6 of the clerkship following a 4-week intervention, and 6 weeks later. Perceptions about game playing and self-study were evaluated using a questionnaire at week 6. The groups did not differ on content mastery, perceptions about content, or time involved in game playing or self-study. Perceptions about game playing versus self-study as a pedagogical method appeared to favor game playing in understanding content (P<.001), perceived help with learning (P<.05), and enjoyment of learning (P<.008). An important difference was increased game group willingness to continue participating in the intervention. Games can be an enjoyable and motivating method for learning pediatric content, enhanced by group interactions, competition, and fun. Computerized, Web-based tools can facilitate access to educational resources and are feasible to apply as an adjunct to teaching clinical medicine.

  12. Proceedings of the Annual Meeting of the Association for Education in Journalism and Mass Communication (85th, Miami, Florida, August 5-8, 2002). Minorities and Communication Division.

    ERIC Educational Resources Information Center

    2002

    The Minorities and Communication Division of the proceedings contains the following 7 papers: "The Race Card and Ethical Reasoning: The Importance of Race to Journalistic Decision Making" (Renita Coleman); "Jesse Owens, A Black Pearl Amidst an Ocean of Fury: A Case Study of Press Coverage on The 1936 Berlin Olympic Games"…

  13. Brain-Building Math Games.

    ERIC Educational Resources Information Center

    Jung, Loretta Welk

    1983-01-01

    Index cards, masking tape, pizza shells, golf tees, and empty soda bottles can be used to make manipulative objects to be used in children's mathematics games. Twenty-two games that provide practice in number drills and problem solving are described, along with instructions for making objects needed for the games. (PP)

  14. It's All in the Cards.

    ERIC Educational Resources Information Center

    Burke, Jim

    2002-01-01

    Describes how the author learned by watching low-achieving students play intricate card games such as "Magic" that they can learn, can remember, and certainly can master information. Realizes that these cards were advanced learning tools, multifaceted texts using color, symbols, images, texts, and metaphor to help create a world of…

  15. Energy Bingo.

    ERIC Educational Resources Information Center

    Canipe, Stephen

    Rules are provided for this bingo game focusing on terms related to solar, coal, nuclear, hydro, and wind energy. Playing cards and calling cards (to be cut out by the teacher) are also provided. (JN)

  16. Game Plan: Concentrate on Kindness.

    ERIC Educational Resources Information Center

    DeRosa, Bill

    1989-01-01

    Describes a learning game in which students will find about 40 different ways they can help animals, learn more about animal needs and people's responsibilities for animal welfare. Provides directions, suggested activities, and two copyable pages of game cards. (Author/RT)

  17. Variations on a simple dice game

    NASA Astrophysics Data System (ADS)

    Heafner, Joe

    2018-04-01

    I begin my introductory astronomy course with a unit on critical thinking that focuses on, among other things, the differences between the "scientific method" as frequently presented in textbooks and actual scientific practice. One particular classroom activity uses a simple dice game to simulate observation of a natural phenomenon and the process of figuring out the framework, which we have previously defined as the rules that allow us to make predictions, governing the simulated phenomenon. Using games to teach scientific methodology is not new (see Maloney and Masters and Smith and references therein). I have experimented with Maloney and Masters' games and discovered that my students found them too difficult to figure out and therefore they did not learn what I hoped they would from them. I also experimented with other card games and found that too many students already knew the rules of both well-known and obscure card games. I even tried inventing my own games with, at best, mediocre results.

  18. Teaching Bad Apples: A Fun Way to Tackle Difficult Teaching Situations

    ERIC Educational Resources Information Center

    Turcotte, Nathaniel; Betrus, Anthony

    2016-01-01

    "Teaching Bad Apples" is a game developed in 2014 for current and future teachers. It plays much like "Apples to Apples" or "Cards Against Humanity," with each player in turn reading a situation card, followed by the other players choosing their response cards. Each situation, however dramatic or bizarre, is…

  19. 3D multiplayer virtual pets game using Google Card Board

    NASA Astrophysics Data System (ADS)

    Herumurti, Darlis; Riskahadi, Dimas; Kuswardayan, Imam

    2017-08-01

    Virtual Reality (VR) is a technology which allows user to interact with the virtual environment. This virtual environment is generated and simulated by computer. This technology can make user feel the sensation when they are in the virtual environment. The VR technology provides real virtual environment view for user and it is not viewed from screen. But it needs another additional device to show the view of virtual environment. This device is known as Head Mounted Device (HMD). Oculust Rift and Microsoft Hololens are the most famous HMD devices used in VR. And in 2014, Google Card Board was introduced at Google I/O developers conference. Google Card Board is VR platform which allows user to enjoy the VR with simple and cheap way. In this research, we explore Google Card Board to develop simulation game of raising pet. The Google Card Board is used to create view for the VR environment. The view and control in VR environment is built using Unity game engine. And the simulation process is designed using Finite State Machine (FSM). This FSM can help to design the process clearly. So the simulation process can describe the simulation of raising pet well. Raising pet is fun activity. But sometimes, there are many conditions which cause raising pet become difficult to do, i.e. environment condition, disease, high cost, etc. this research aims to explore and implement Google Card Board in simulation of raising pet.

  20. Ideas for the Classroom

    ERIC Educational Resources Information Center

    Mathematics Teaching Incorporating Micromath, 2006

    2006-01-01

    In this article, the author shares some of the activities for the classroom invented by Gill Hatch. One of those activities is the activity for older students, which is for the five-year-olds through to post-graduates. Card-sorting game, geometry games, algebra games, and loop games are also some of those activities for the classroom invented by…

  1. Learning via Game Design: From Digital to Card Games and Back Again

    ERIC Educational Resources Information Center

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

    In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children to express their creativity at full, in contrast…

  2. Ping-Pong, Endurance, Card and other Types of Drinking Games: Are These Games of the Same Feather?

    ERIC Educational Resources Information Center

    Zamboanga, Byron L.; Calvert, Barbara D.; O'Riordan, Siobhan S.; McCollum, Elan C.

    2007-01-01

    The goal of this study was to investigate the structural heterogeneity of drinking games with respect to beverage type consumed, competitiveness, intoxication level, and game duration, as well as the motives for participation in different games and their relevance to intoxication level while playing. Participants were female students ( N = 162; M…

  3. Do-It-Yourself Learning Games: Software That Lets You Pick the Questions--and Answers.

    ERIC Educational Resources Information Center

    Hively, Wells

    1984-01-01

    Reviews user-adaptable learning games that can be customized for any subject, including Tic Tac Show and the Game Show from Computer Advanced Ideas, which are question-answer learning programs based on game shows, and Master Match from Computer Advanced Ideas and Square Pairs from Scholastic Inc., which are based on the card game Concentration.…

  4. Games As Educational Tools in eARTh Science: MAREOPOLI and THE ENERGY CHALLENGE.

    NASA Astrophysics Data System (ADS)

    Garvani, Sara; Locritani, Marina; di Laura, Francesca; Stroobant, Mascha; Merlino, Silvia

    2017-04-01

    Research and researchers do have an important role in sustainable green and blue economy. It is also clear that outreach activities are fundamental to improve societal perception of Science past and present results and future insights or consequences and that is primary to change people's mentality. This is one of the main goals of the Scientific Dissemination Group (SDG) "La Spezia Gulf of Science", made up by Research Centres, Schools and Cultural associations located in La Spezia (Liguria, Italy). However, communicating scientific results means also improving educational methods: introducing tight relationship with artists (especially graphic designers), can produce unusual approaches and translate concepts in images which everyone can understand also under an emotional point of view. Images have a fundamental role for understanding and learning simple and less simple concepts, for example general public and high School students can be reached by interactive conferences with live speed painting (Locritani et al., 2016), and kids can be involved in interactive games. And games, especially, can reduce learning curves, since playing itself creates a natural forum for exchanging ideas and reflecting on natural phenomena and human impacts outside of class hours. Games, and the entertainment value of play, have the ability to teach and transform (Gobet et al., 2004). In this work we'll present two different games that raised from the collaboration between researchers and artists: MAREOPOLI and THE ENERGY CHALLENGE. MAREOPOLI (The City of Tides) is a simplified adaptation of the famous board game Monopoly, and consist of 36 spaces: 16 important historical and coastal cities having relevant tide phenomena, 8 Unexpected Events spaces (questions are asked on Modern Oceanography), 8 Curious Facts spaces (players receive information on historical records) and 4 corner squares: GO, (Blocked) in Limestone Grotto/Just Visiting, Free Beach Club, and Go to Limestone Grotto. Players move around the game-board attempting to take control of all 16 cities, with the goal of acquiring information about scientific facts related to tides, climate change and historical oceanographic records. A city is conquered by answering correctly to specific questions. THE ENERGY CHALLENGE (Bussei et al., 2002) is a role-playing game aimed to explain concepts related to energy and one of the deliverables of the FP6 project WESPA (2002-SCIENCEANDSOCIETY-2). It makes use of appealing playing cards that, through eye-catching images, exemplify the different forms and sources of energy and its transformation processes. The game has very simple rules and has been designed as an educational team game, to be used especially in schools, both primary and secondary. Players are organized in two teams, according to their assigned cards, and have to choose a game strategy that optimizes the available resources, their use and the general environmental sustainability. References Locritani, M., Stroobant, M., Talamoni R., Merlino, S., Guccinelli, G., Benvenuti, L., Zatta, C., Stricker, F., Zappa, F., and Sgherri, M. 2016. Re-evaluating Science and Technology through the lens of Arts and Graphic Design. A case study in La Spezia. (2006) In: Proceedings of European Geosciences Union General Assembly. Wien: EGU 2016, April 17-22. Vol. 18, EGU2016-4740-3. Bussei P., Bianucci M., Fieschi R., Gambarelli L., Mantovani C., Merlino S. (2007) "WESPA, a multilingual European Project for teaching Energy and Semiconductors concepts using interactive approaches", Journal of Materials Educations, 29 (3-4), 233 (2007). Gobet, F., Retschitzki, J., & de Voogt, A. (2004). Moves in mind: The psychology of board games. Psychology Press.

  5. Escuchando y participando aprendo (I Learn by Listening and Participating).

    ERIC Educational Resources Information Center

    Villarreal, Abelardo; And Others

    This series of colored, illustrated alphabet cards contains all the letters of the Spanish alphabet with illustrations to show their sounds. On the reverse of each card, or series of related cards, is a short story, along with some activities and games designed to reinforce the sound of the letter. The material is intended to develop language…

  6. Classroom Games in the Compulsory School

    ERIC Educational Resources Information Center

    Kraus-Serbic, Eva

    1976-01-01

    Keeping the pupils' interest up throughout the year in a compulsory language class is a major problem and therefore, language-teaching games are very important. Some new suggestions for games to be used in the elementary school are: (1) The Parrot; (2) The Robot; (3) Ping-Pong; and (4) Telephone. Card games such as Happy Families can be played…

  7. Strategic interactions: Games of the Ju|'hoan.

    PubMed

    de Voogt, Alex

    2017-12-01

    Three strategic games played by the Ju|'hoan-a board, a card, and a gesture game-complicate the rhetorics that suggest an evolutionary or psychological significance of play. They are mostly played by adults, although every individual adult does not necessarily engage in each game. The Ju|'hoan card and board game practices were transmitted through contact across large parts of Botswana and Namibia, while the gesture game n!àì has been known in other San communities. It suggests that the significance of strategic games is more likely found in its potential for social interaction (i.e., allowing to overcome cultural divides) than in evolution and psychology. Within the anthropological literature, strategy games were thought to be absent in egalitarian societies, such as that of the Ju|'hoan. Here, the roles of power, competition, and winning were thought to be disruptive and unwanted. A closer examination of the details behind the Ju|'hoan games shows that not only were strategy games adopted and adapted from neighboring societies but that the game of n!àì was developed by the Ju|'hoan into a competitive one. The evolutionary or psychological significance of play is informed by studies on individual play, children's play, and games with informal rules. When considering strategic games throughout history, it is their role of facilitator rather than the playing practice itself that makes games relevant across languages, cultural divides, and sociopolitical boundaries.

  8. The Importance of Mixing Virtual and Real Information in Games

    NASA Astrophysics Data System (ADS)

    Gaonach, H.

    2014-12-01

    Educational technology is rapidly evolving, today's classrooms are replete with ipads, iphones, interactive white boards, and other Internet tools and gadgets. However we mustn't be diverted by the technology and lose the basic focus on the communication of scientific ideas to the students. What do we want to teach them? I will present new educational kits including games about active volcanoes as well as climates and climate change. These tools have been created for 8-12 year olds who play on teams. The teams use question-cards and basic geographic knowledge to move on a regular play board by answering scientific questions. In addition to learning the science, through interpreting latitudes and longitudes, children will better understand the link between Google map and the world map after such exercises! With their teacher, they will be able to play with traditional pieces but also use tablets or computers to listen to videos as well as obtain additional subject related questions and activities. In this way, the Web is an infinite extension of the regular game played on a table with physical pieces. Let's see how it works!

  9. Games for Developing Mathematical Strategy.

    ERIC Educational Resources Information Center

    Williford, Harold

    1992-01-01

    The three middle school games described in this article focus on problem solving and mathematical reasoning skills. Included are Solomon's game, nine mens' morris, and nim-with-cards which all offer not only high student interest and strong mathematical value but also simple rules, ease of construction, and attractiveness for repeated play.…

  10. Assessing Semantic Knowledge Using Computer-Based and Paper-Based Media

    DTIC Science & Technology

    1992-01-01

    capitalized upon in this research. Computer-Based Assessment A computer-based game or test, FlashCards (Liggett & Federico, 1986), was adopt- ed and adapted...alterative forms did not have to be specifically or previously programmed as such. FlashCards is analogous to using real flash cards. That is, a...reflects their degree of confidence in their answer. Also, for each answer the student’s response latency is recorded and displayed. FlashCards quizzed

  11. 25 CFR 542.23 - What are the minimum internal control standards for surveillance for Tier A gaming operations?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... trained in the use of the equipment, knowledge of the games, and house rules. (f) Each camera required by... device, the game board, and the activities of the employees responsible for drawing, calling, and entering the balls drawn or numbers selected. (j) Card games. The surveillance system shall record the...

  12. 25 CFR 542.23 - What are the minimum internal control standards for surveillance for Tier A gaming operations?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... trained in the use of the equipment, knowledge of the games, and house rules. (f) Each camera required by... device, the game board, and the activities of the employees responsible for drawing, calling, and entering the balls drawn or numbers selected. (j) Card games. The surveillance system shall record the...

  13. 25 CFR 542.23 - What are the minimum internal control standards for surveillance for Tier A gaming operations?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... trained in the use of the equipment, knowledge of the games, and house rules. (f) Each camera required by... device, the game board, and the activities of the employees responsible for drawing, calling, and entering the balls drawn or numbers selected. (j) Card games. The surveillance system shall record the...

  14. 25 CFR 542.23 - What are the minimum internal control standards for surveillance for Tier A gaming operations?

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... trained in the use of the equipment, knowledge of the games, and house rules. (f) Each camera required by... device, the game board, and the activities of the employees responsible for drawing, calling, and entering the balls drawn or numbers selected. (j) Card games. The surveillance system shall record the...

  15. 25 CFR 542.23 - What are the minimum internal control standards for surveillance for Tier A gaming operations?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... trained in the use of the equipment, knowledge of the games, and house rules. (f) Each camera required by... device, the game board, and the activities of the employees responsible for drawing, calling, and entering the balls drawn or numbers selected. (j) Card games. The surveillance system shall record the...

  16. Increased Urge to Gamble Following Near-Miss Outcomes May Drive Purchasing Behaviour in Scratch Card Gambling.

    PubMed

    Stange, Madison; Graydon, Candice; Dixon, Mike J

    2017-09-01

    Previous research into scratch card gambling has highlighted the effects of these games on players' arousal and affective states. Specifically, near-miss outcomes in scratch cards (uncovering 2 of 3 needed jackpot symbols) have been associated with high levels of physiological and subjective arousal and negative emotional evaluations, including increased frustration. We sought to extend this research by examining whether near-misses prompted increases in gambling urge, and the subsequent purchasing of additional scratch cards. Participants played two scratch cards with varying outcomes with half of the sample experiencing a near-miss for the jackpot prize, and the other half experiencing a regular loss. Players rated their urge to continue gambling after each game outcome, and following the initial playing phase, were then able to use their winnings to purchase additional cards. Our results indicated that near-misses increased the urge to gamble significantly more than regular losses, and urge to gamble in the near-miss group was significantly correlated with purchasing at least one additional card. Although some players in the loss group purchased another card, there was no correlation between urge to gamble and purchasing in this group. Additionally, participants in the near-miss group who purchased additional cards reported higher levels of urge than those who did not purchase more cards. This was not true for the loss group: participants who experienced solely losing outcomes reported similar levels of urge regardless of whether or not they purchased more scratch cards. Despite near-misses' objective status as monetary losses, the increased urge that follows near-miss outcomes may translate into further scratch card gambling for a subset of individuals .

  17. Engaging Systems Understanding through Games (Invited)

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J. J.; Eklund, K.; Turrin, M.; O'Garra, T.; Orlove, B. S.

    2013-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership (CCEP), supported by the National Science Foundation's CCEP Phase II program, uses novel educational approaches to engage adult learners and to inform public understanding about climate change. Both previous studies and our experience show that games and game-like activities lead people to explore systems and motivate problem-solving. This presentation focuses on three games developed by the PoLAR team: a multiplayer card game, a strategy board game, and a serious game, and discusses them within the larger framework of research and evaluation of learning outcomes. In the multiplayer card game EcoChains: Arctic Crisis, players learn how to build marine food chains, then strategize ways to make them resilient to a variety of natural and anthropogenic events. In the strategy board game Arctic SMARTIC (Strategic MAnagement of Resources in TImes of Change), participants take on roles, set developmental priorities, and then negotiate to resolve conflicts and deal with climate change scenarios. In the serious game FUTURE COAST, players explore "what if" scenarios in a collaborative narrative environment. Grounded on the award-winning WORLD WITHOUT OIL, which employed a similar story frame to impart energy concepts and realities, FUTURE COAST uses voicemails from the future to impel players through complexities of disrupted systems and realities of human interactions when facing change. Launching February 2014, FUTURE COAST is played online and in field events; players create media designed to be spreadable through their social networks. As players envision possible futures, they create diverse communities of practice that synthesize across human-environment interactions. Playtests highlight how the game evokes systems thinking, and engages and problem-solves via narrative: * 'While I was initially unsure how I'd contribute to a group I'd never met, the project itself proved so engaging that I was quickly generating ideas I was excited to share. Just working with FUTURE COAST in an informal way got my imagination going - not just because of its global issues, but through the collaborative possibilities it seems uniquely designed to leverage.' * 'We walked through a construction site. When we saw that, using current predictions in sea level rise, these homes would be flooded well before the year 2100, it really brought home the weak link between policy and decisionmaking.' * 'I liked being given situations and policy challenges to decide on as player teams. We all have opinions about these things but don't often get a chance to discuss them and consider the implications of these decisions.' Using a variety of state-of-the-art methods that map mental models (e.g. fuzzy cognitive mapping), and problem-solving approaches that test key systems thinking indicators (e.g. awareness of feedback loops and time delays), we are assessing the extent to which the PoLAR games/ products/interventions enhance systems thinking in participants compared with more traditional text-based sources of climate change information.

  18. Birka: A Trading Game for Economics Students

    ERIC Educational Resources Information Center

    Alden, Lori

    2005-01-01

    In this article, the author introduces Birka, a strategic trading game for high school economics students in either regular or advanced placement classes. For the game, students assume the role of Vikings who have returned to the medieval outpost of Birka to trade the loot from villages they have plundered. Playing cards represent the loot:…

  19. Teaching Public Goods Theory with a Classroom Game

    ERIC Educational Resources Information Center

    Pickhardt, Michael

    2005-01-01

    The author extends the work of Holt and Laury (1997) on a simple noncomputerized card game for teaching the essential aspects of public goods theory. He suggests a course of several lectures and discusses the behavior of subjects in various game sessions. Among other things, the results provide experimental evidence with respect to the private…

  20. A Sports Franchise Simulation Game

    ERIC Educational Resources Information Center

    Surdam, David G.

    2009-01-01

    Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…

  1. DocFish: A Card Game with Factoring

    ERIC Educational Resources Information Center

    Fishman, Daniel M.

    2010-01-01

    Games can be a valuable tool for a mathematics teacher. Students who dislike mathematics and are not engaged in class never get to experience the exhilaration that accompanies hard work and real accomplishment in mathematics; they usually experience only the frustration that accompanies enforced and futile effort. Game playing is a way to engage…

  2. Sets, Planets, and Comets

    ERIC Educational Resources Information Center

    Baker, Mark; Beltran, Jane; Buell, Jason; Conrey, Brian; Davis, Tom; Donaldson, Brianna; Detorre-Ozeki, Jeanne; Dibble, Leila; Freeman, Tom; Hammie, Robert; Montgomery, Julie; Pickford, Avery; Wong, Justine

    2013-01-01

    Sets in the game "Set" are lines in a certain four-dimensional space. Here we introduce planes into the game, leading to interesting mathematical questions, some of which we solve, and to a wonderful variation on the game "Set," in which every tableau of nine cards must contain at least one configuration for a player to pick up.

  3. Understanding Protein Synthesis: An Interactive Card Game Discussion

    ERIC Educational Resources Information Center

    Lewis, Alison; Peat, Mary; Franklin, Sue

    2005-01-01

    Protein synthesis is a complex process and students find it difficult to understand. This article describes an interactive discussion "game" used by first year biology students at the University of Sydney. The students, in small groups, use the game in which the processes of protein synthesis are actioned by the students during a…

  4. Cyberskepticism: The Mind’s Firewall

    DTIC Science & Technology

    2008-01-01

    phonebook; BitTorrent; iTunes ; YouTube; forums; chat rooms; dating; Craig’s List; donate; blog/vlog; video games; e-invitations; e- cards ; weather...computer. Real-world romance techniques on the Internet have produced some very innovative cyber deception techniques. Valentine cards sent...electronically are one technique designed to enhance romance. In 2006 electronic Valentine cards were sent to unsuspecting people who opened them for various

  5. 25 CFR 547.8 - What are the minimum technical software standards applicable to Class II gaming systems?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... display the following: (i) The purchase or wager amount; (ii) Game results; and (iii) Any player credit balance. (2) Between plays of any game and until the start of the next play, or until the player selects a new game option such as purchase or wager amount or card selection, whichever is earlier, if not...

  6. 25 CFR 547.8 - What are the minimum technical software standards applicable to Class II gaming systems?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... display the following: (i) The purchase or wager amount; (ii) Game results; and (iii) Any player credit balance. (2) Between plays of any game and until the start of the next play, or until the player selects a new game option such as purchase or wager amount or card selection, whichever is earlier, if not...

  7. CARD games between virus and host get a new player.

    PubMed

    Johnson, Cynthia L; Gale, Michael

    2006-01-01

    A growing family of cellular proteins encoding the caspase activation and recruitment domain (CARD) has a crucial role in immunity by sensing virus infection and signaling antiviral immune defenses. Four independent studies have identified a novel CARD-containing protein, variously called IPS-1, MAVS, VISA and Cardif, which is an essential signaling adaptor of the host defense mediating CARD-CARD interactions with retinoic acid inducible gene-I (RIG-I) and melanoma differentiation-associated gene 5 (MDAS), sensors of virus infection. Disruption of this novel signaling pathway by hepatitis C virus (HCV) might provide a foundation for viral persistence.

  8. Learning the Rules of the Game

    NASA Astrophysics Data System (ADS)

    Smith, Donald A.

    2018-03-01

    Games have often been used in the classroom to teach physics ideas and concepts, but there has been less published on games that can be used to teach scientific thinking. D. Maloney and M. Masters describe an activity in which students attempt to infer rules to a game from a history of moves, but the students don't actually play the game. Giving the list of moves allows the instructor to emphasize the important fact that nature usually gives us incomplete data sets, but it does make the activity less immersive. E. Kimmel suggested letting students attempt to figure out the rules to Reversi by playing it, but this game only has two players, which makes it difficult to apply in a classroom setting. Kimmel himself admits the choice of Reversi is somewhat arbitrary. There are games, however, that are designed to make the process of figuring out the rules an integral aspect of play. These games involve more people and require only a deck or two of cards. I present here an activity constructed around the card game Mao, which can be used to help students recognize aspects of scientific thinking. The game is particularly good at illustrating the importance of falsification tests (questions designed to elicit a negative answer) over verification tests (examples that confirm what is already suspected) for illuminating the underlying rules.

  9. Enthalpy Costs of Making and Breaking Bonds: A Game of Generating Molecules with Proper Lewis Structures

    ERIC Educational Resources Information Center

    Bell, Peter T.; Adkins, Alyssa D.; Gamble, Rex J.; Schultz, Linda D.

    2009-01-01

    "Enthalpy Costs" is a simple card game created to assist students in developing proper Lewis structure drawing skills. Score keeping is accomplished by tracking the enthalpy changes associated with bond-making and bond-breaking processes during formation of molecules represented by proper Lewis structures. Playing the game requires the student to…

  10. Climate Games in the Classroom - Engaging Problem-Solving

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Schlosser, P.; Lee, J.; Steiner, R. V.; Sparrow, E. B.; Carr, M.

    2012-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership, funded under the National Science Foundation's Climate Change Education Partnership Phase II (CCEP) program is using fascination with the changing polar regions and novel educational approaches to engage adult learners and inform public understanding and response to climate change. In Phase I we developed a suite of resources that range from low-tech games to social networking, to be used in venues from classrooms to the internet, and targeting audiences from the general public to Alaskan community leaders. This presentation synthesizes experience integrating game-like approaches in formal educational environments with the goal of inspiring change in educational practices and policies. Adults, be they community leaders, the general public, pre- and in-service teachers, or college students, are today's decision-makers. Informed decisions are more likely if individuals are aware of the scientific evidence of climate change and potential economic and social consequences. Learning research and our PoLAR Phase I demonstration projects show that games and game-like approaches motivate exploration and learning of complex material. Evaluation indicates that such approaches are effective in deepening adult learner awareness and understanding of climate change and informing responses to climate change impacts through engaged problem-solving. For example, an undergraduate student playing a climate change card game commented "I certainly felt an adrenaline rush as I kept the possibility of a major disaster impacting my web at the forefront of my mind to strategize the best possible food web combination." Two others playing a board game noted "I think that interactive activities like the one done in class really help students to learn because it tests our ability to analyze and interpret previous readings and discussions in a different context. Anyone can read a paper and summarize, but it takes genuine understanding to engage in an activity like this." "I am hopeful … that with our generation having more discussions like the ones we had in class, we will be better-equipped in the coming years to effectively work out solutions that can benefit all stakeholders." Our experience and analysis of the literature indicates that games can transform the classroom experience - both by engaging a more diverse student population and by building capacity in novel ways. Incorporating students in customizing games/activities, allocating time for post game debriefing/reflection, then re-running the game, and using concept maps to assess learning gains are a few of the best practices that will be discussed that help make the experience successful for both the teacher and the student.

  11. Classroom Proven Motivational Mathematics Games, Monograph No. 1.

    ERIC Educational Resources Information Center

    Michigan Council of Teachers of Mathematics.

    This collection includes 50 mathematical games and puzzles for classroom use at all grade levels. Also included is a wide variety of activities with cubes, flash cards, graphs, dots, number patterns, geometric shapes, cross-number puzzles, and magic squares. (MM)

  12. Cardiovascular Physiology for First-Year Medical Students: Teaching and Learning through Games.

    ERIC Educational Resources Information Center

    France, Vanetia M.

    1978-01-01

    Describes a card game designed to help medical students learn to manipulate concepts fundamental to the functions of the cardiovascular system (CVS) and to understand the interrelationships between different controlled variables in the system. (Author/MA)

  13. Organic Functional Group Playing Card Deck

    NASA Astrophysics Data System (ADS)

    Welsh, Michael J.

    2003-04-01

    The recognition and identification of organic functional groups, while essential for chemistry and biology majors, is also very useful for non-science majors in the study of molecules in art and life. In order to make this task more palatable for the non-science major (art and communications students), the images of a traditional playing deck of cards (heart, spade, diamond, and club) have been replaced with four representations of common organic functional groups. The hierarchy rules for naming two groups in a molecule is loosely incorporated to represent the sequence (King, Queen, Jack, ?, Ace) of the deck. Students practice recognizing and identifying organic groups by playing simple card games of "Old Maid" and "Go Fish". To play games like "Poker" or "Gin", a student must not only recognize the functional groups, but also master a naming hierarchy for the organic groups.

  14. Novel Tools for Climate Change Learning and Responding in Earth Science Education

    NASA Astrophysics Data System (ADS)

    Sparrow, Elena; Brunacini, Jessica; Pfirman, Stephanie

    2015-04-01

    Several innovative, polar focused activities and tools including a polar hub website (http://thepolarhub.org) have been developed for use in formal and informal earth science or STEM education by the Polar Learning and Responding (PoLAR) Climate Change Education Partnership (consisting of climate scientists, experts in the learning sciences and education practitioners). In seeking to inform understanding of and response to climate change, these tools and activities range from increasing awareness to informing decisions about climate change, from being used in classrooms (by undergraduate students as well as by pre-college students or by teachers taking online climate graduate courses) to being used in the public arena (by stakeholders, community members and the general public), and from using low technology (card games such as EcoChains- Arctic Crisis, a food web game or SMARTIC - Strategic Management of Resources in Times of Change, an Arctic marine spatial planning game) to high technology (Greenify Network - a mobile real world action game that fosters sustainability and allows players to meaningfully address climate change in their daily lives, or the Polar Explorer Data Visualization Tablet App that allows individuals to explore data collected by scientists and presented for the everyday user through interactive maps and visualizations, to ask questions and go on an individualized tour of polar regions and their connections to the rest of the world). Games are useful tools in integrative and applied learning, in gaining practical and intellectual skills, and in systems thinking. Also, as part of the PoLAR Partnership, a Signs of the Land Climate Change Camp was collaboratively developed and conducted, that can be used as a model for engaging and representing indigenous communities in the co-production of climate change knowledge, communication tools and solutions building. Future camps are planned with Alaska Native Elders, educators including classroom teachers, natural resource managers, community members, leaders, and climate scientists as participants.

  15. Team-Building Success: It's in the Cards

    ERIC Educational Resources Information Center

    Scarfino, Deborah; Roever, Carol

    2009-01-01

    Successful team outcomes frequently--if not always--rely upon proven techniques for managing diverse styles and strengths. In this article, the authors describe the Diversity Card Game and the benefits it offers for students and instructors. Building teams using Diversity gives students the knowledge to manage clashes that might otherwise create…

  16. Name that Contraceptive! A Game for the Human Sexuality Classroom

    ERIC Educational Resources Information Center

    Rosenthal, Martha S.

    2010-01-01

    There are many contraceptive choices available to people today. Learning about them can be dry, but the game "Name that Contraceptive!" can be a fun and interactive way to review, remember, and retain the details about contraceptive options. Name that Contraceptive is a card game in which students "bid" on the number of clues it will take them to…

  17. Innovative Teaching Games: Climbing the Hills of Math Skills. California Demonstration Mathematics Program.

    ERIC Educational Resources Information Center

    Pittsburg Unified School District, CA.

    The card games in this publication are an alternative activity to help students master computational skills. Games for operations with whole numbers, fractions, decimals, percents, integers, and square roots are included. They can be used to introduce math topics and for practice and review, with either the whole class or in small groups with 2 to…

  18. Supercomputing with toys: harnessing the power of NVIDIA 8800GTX and playstation 3 for bioinformatics problem.

    PubMed

    Wilson, Justin; Dai, Manhong; Jakupovic, Elvis; Watson, Stanley; Meng, Fan

    2007-01-01

    Modern video cards and game consoles typically have much better performance to price ratios than that of general purpose CPUs. The parallel processing capabilities of game hardware are well-suited for high throughput biomedical data analysis. Our initial results suggest that game hardware is a cost-effective platform for some computationally demanding bioinformatics problems.

  19. Three dimensional identification card and applications

    NASA Astrophysics Data System (ADS)

    Zhou, Changhe; Wang, Shaoqing; Li, Chao; Li, Hao; Liu, Zhao

    2016-10-01

    Three dimensional Identification Card, with its three-dimensional personal image displayed and stored for personal identification, is supposed be the advanced version of the present two-dimensional identification card in the future [1]. Three dimensional Identification Card means that there are three-dimensional optical techniques are used, the personal image on ID card is displayed to be three-dimensional, so we can see three dimensional personal face. The ID card also stores the three-dimensional face information in its inside electronics chip, which might be recorded by using two-channel cameras, and it can be displayed in computer as three-dimensional images for personal identification. Three-dimensional ID card might be one interesting direction to update the present two-dimensional card in the future. Three-dimension ID card might be widely used in airport custom, entrance of hotel, school, university, as passport for on-line banking, registration of on-line game, etc...

  20. Problem gambling among international and domestic university students in Australia: who is at risk?

    PubMed

    Moore, Susan M; Thomas, Anna C; Kalé, Sudhir; Spence, Mark; Zlatevska, Natalina; Staiger, Petra K; Graffam, Joseph; Kyrios, Michael

    2013-06-01

    Young people are a high risk group for gambling problems and university (college) students fall into that category. Given the high accessibility of gambling in Australia and its association with entertainment, students from overseas countries, particularly those where gambling is restricted or illegal, may be particularly vulnerable. This study examines problem gambling and its correlates among international and domestic university students using a sample of 836 domestic students (286 males; 546 females); and 764 international students (369 males; 396 females) at three Australian universities. Our findings indicate that although most students gamble infrequently, around 5 % of students are problem gamblers, a proportion higher than that in the general adult population. Popular gambling choices include games known to be associated with risk (cards, horse races, sports betting, casino games, and gaming machines) as well as lotto/scratch tickets. Males are more likely to be problem gamblers than females, and almost 10 % of male international students could be classified as problem gamblers. Hierarchical regression analysis showed that male gender, international student status, financial stress, negative affect and frequency of gambling on sports, horses/dogs, table games, casino gaming machines, internet casino games and bingo all significantly predicted problem gambling. Results from this study could inform gambling-education programs in universities as they indicate which groups are more vulnerable and specify which games pose more risk of problem gambling.

  1. Amazing Space: Explanations, Investigations, & 3D Visualizations

    NASA Astrophysics Data System (ADS)

    Summers, Frank

    2011-05-01

    The Amazing Space website is STScI's online resource for communicating Hubble discoveries and other astronomical wonders to students and teachers everywhere. Our team has developed a broad suite of materials, readings, activities, and visuals that are not only engaging and exciting, but also standards-based and fully supported so that they can be easily used within state and national curricula. These products include stunning imagery, grade-level readings, trading card games, online interactives, and scientific visualizations. We are currently exploring the potential use of stereo 3D in astronomy education.

  2. Activating Student to Learn Chemistry using Chemmy Card 6-1 Game as an Instructional Medium in IUPAC Nomenclature of Inorganic Compounds

    NASA Astrophysics Data System (ADS)

    Lutfi, A.; Hidayah, R.

    2018-01-01

    The aim of this study is to know the effect of Internet-assisted Chemmy Card 6-1 game as an instructional medium in IUPAC Nomenclature of Inorganic Compounds material for X grade of senior high school on students’ activity, learning motivation, and learning outcome. The study was conducted at SMA Negeri Sidoarjo, Indonesia, in two different classes. The instruction was done based on the lesson plan made. The observation on students’ activity was conducted during the instruction with the game while test and questionnaire were given after the instruction. The result showed positive activities, which students listened to the teacher’s explanation, actively delivered questions, and enabled to solve problems in naming compounds. It was also effective to avoid the drowsiness. The result of students’ motivation of X MIPA 6 was 74.78% (good) while X MIPA 7 was 83.80% (very good). The pretest results of two classes showed that no students mastered but 100% students mastered and the increase of N-gain scores in two classes was categorized as high, ≥0,7, after the instruction. The result of this study showed that the use of Internet-assisted Chemmy Card 6-1 game in IUPAC nomenclature of inorganic compounds for X grade of senior high school could be pleasant for students to learn and effective in achieving the learning objective.

  3. Hanging on to the Wetlands. Book II.

    ERIC Educational Resources Information Center

    Newton, David E.; Slesnick, Irwin L.

    This middle/junior high school unit on wetland ecology consists of 12 activities and activity packets containing data sheets, activity sheets, flash cards, game cards, and other materials needed to complete the activities. The first activity is the text for a slide-tape show which provides an overview of the entire unit. Each of the remaining…

  4. Stacking up against Alternative Conceptions: Using Uno Cards to Introduce Discourse and Argumentation

    ERIC Educational Resources Information Center

    Dunac, Patricia S.; Demi, Kadir

    2013-01-01

    We engaged secondary science students in a teacher and student constructed Uno card game (UCG) to change their conceptual understanding of the various energy transformations. The paper outlines how we incorporated Toulmin's argumentation pattern (Toulmin 1958 "The Uses of Argument"(Cambridge: Cambridge University Press)) in the UCG,…

  5. Hanging on to the Wetlands. Book I.

    ERIC Educational Resources Information Center

    Newton, David E.; Slesnick, Irwin L.

    This elementary school unit on wetland ecology consists of 12 activities and activity packets containing data sheets, activity sheets, flash cards, game cards, and other materials needed to complete the activities. The first activity is the text for a slide-tape show which provides an overview of the entire unit. Each of the remaining activities…

  6. 75 FR 70680 - Notice of Inquiry and Request for Information; Notice of Consultation

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-11-18

    ... background investigations in a more timely fashion while reducing the amount of paperwork submitted and... cards to the NIGC for vendors, consultants, and other non-employees that have access to the gaming... option, to submit fingerprint cards to the Commission for vendors, consultants, and other non-employees...

  7. Build a Winning Hand

    ERIC Educational Resources Information Center

    Glover, Sandy

    2005-01-01

    What do poker and bridge have in common? Both are card games that originated in Europe (although poker's modern form developed in the frontier towns of the American West, while bridge still reflects its British heritage). Both use a regular 52-card playing deck, both involve bidding, and both have experienced renewed popularity in recent years.…

  8. Intentional forgetting: note-taking as a naturalistic example.

    PubMed

    Eskritt, Michelle; Ma, Sierra

    2014-02-01

    In the present study, we examined whether note-taking as a memory aid may provide a naturalistic example of intentional forgetting. In the first experiment, participants played Concentration, a memory card game in which the identity and location of pairs of cards need to be remembered. Before the game started, half of the participants were allowed to study the cards, and the other half made notes that were then unexpectedly taken away. No significant differences emerged between the two groups for remembering identity information, but the study group remembered significantly more location information than did the note-taking group. In a second experiment, we examined whether note-takers would show signs of proactive interference while playing Concentration repeatedly. The results indicated that they did not. The findings suggest that participants adopted an intentional-forgetting strategy when using notes to store certain types of information.

  9. Knowledge-Based Instructional Gaming: GEO.

    ERIC Educational Resources Information Center

    Duchastel, Philip

    1989-01-01

    Describes the design and development of an instructional game, GEO, in which the user learns elements of Canadian geography. The use of knowledge-based artificial intelligence techniques is discussed, the use of HyperCard in the design of GEO is explained, and future directions are suggested. (15 references) (Author/LRW)

  10. Self-reported coping behavior in health and disease: assessment with a card sort game

    NASA Technical Reports Server (NTRS)

    Schwartz, C. E.; Peng, C. K.; Lester, N.; Daltroy, L. H.; Goldberger, A. L.

    1998-01-01

    The authors tested the hypothesis that individuals with a variety of severe chronic illnesses and the healthy elderly exhibit a loss of flexibility in their response to a variety of stressors, compared with healthy adults. A card sort game designed to assess self-reported coping behavior under different stressful life situations was used to compare healthy adults with individuals with multiple sclerosis, rheumatoid arthritis, systemic lupus erythematosus, and the elderly. The healthy adults were found to exhibit more variability than any of the illness groups or the elderly. Healthy function is marked by a complex type of variability.

  11. From cookies to carrots; the effect of inhibitory control training on children's snack selections.

    PubMed

    Porter, L; Bailey-Jones, C; Priudokaite, G; Allen, S; Wood, K; Stiles, K; Parvin, O; Javaid, M; Verbruggen, F; Lawrence, N S

    2018-05-01

    Children consume too much sugar and not enough fruit and vegetables, increasing their risk of adverse health outcomes. Inhibitory control training (ICT) reduces children's and adults' intake of energy-dense foods in both laboratory and real-life settings. However, no studies have yet examined whether ICT can increase healthy food choice when energy-dense options are also available. We investigated whether a food-specific Go/No-Go task could influence the food choices of children aged 4-11, as measured by a hypothetical food choice task using healthy and unhealthy food images printed on cards. Participants played either an active game (healthy foods = 100% go, unhealthy foods = 100% no-go; Studies 1 & 2), a food control game (both healthy and unhealthy foods = 50% go, 50% no-go; Studies 1 & 2) or a non-food control game (sports equipment = 100% go, technology = 100% no-go; Study 2 only) followed by the choice task. In Study 2, food card choices were also measured before training to examine change in choices. A post-training real food choice task was added to check that choices made in the card-based task were representative of choices made when faced with real healthy and unhealthy foods. Overall, the active group chose the greatest number of healthy food cards. Study 2 confirmed that this was due to increases in healthy food card choice in this group only. Active group participants chose a greater number of healthy foods in the real food choice task compared to children in the non-food control group only. The results are discussed with reference to methodological issues and the development of future healthy eating interventions. Copyright © 2017 The Authors. Published by Elsevier Ltd.. All rights reserved.

  12. A novel school-based intervention to improve nutrition knowledge in children: cluster randomised controlled trial

    PubMed Central

    2010-01-01

    Background Improving nutrition knowledge among children may help them to make healthier food choices. The aim of this study was to assess the effectiveness and acceptability of a novel educational intervention to increase nutrition knowledge among primary school children. Methods We developed a card game 'Top Grub' and a 'healthy eating' curriculum for use in primary schools. Thirty-eight state primary schools comprising 2519 children in years 5 and 6 (aged 9-11 years) were recruited in a pragmatic cluster randomised controlled trial. The main outcome measures were change in nutrition knowledge scores, attitudes to healthy eating and acceptability of the intervention by children and teachers. Results Twelve intervention and 13 control schools (comprising 1133 children) completed the trial. The main reason for non-completion was time pressure of the school curriculum. Mean total nutrition knowledge score increased by 1.1 in intervention (baseline to follow-up: 28.3 to 29.2) and 0.3 in control schools (27.3 to 27.6). Total nutrition knowledge score at follow-up, adjusted for baseline score, deprivation, and school size, was higher in intervention than in control schools (mean difference = 1.1; 95% CI: 0.05 to 2.16; p = 0.042). At follow-up, more children in the intervention schools said they 'are currently eating a healthy diet' (39.6%) or 'would try to eat a healthy diet' (35.7%) than in control schools (34.4% and 31.7% respectively; chi-square test p < 0.001). Most children (75.5%) enjoyed playing the game and teachers considered it a useful resource. Conclusions The 'Top Grub' card game facilitated the enjoyable delivery of nutrition education in a sample of UK primary school age children. Further studies should determine whether improvements in nutrition knowledge are sustained and lead to changes in dietary behaviour. PMID:20219104

  13. ENGAGE: A Game Based Learning and Problem Solving Framework

    DTIC Science & Technology

    2012-08-15

    multiplayer card game Creature Capture now supports an offline multiplayer mode (sharing a single computer), in response to feedback from teachers that a...Planetopia overworld will be ready for use by a number of physical schools as well as integrated into multiple online teaching resources. The games will be...From - To) 7/1/2012 – 7/31/2012 4. TITLE AND SUBTITLE ENGAGE: A Game Based Learning and Problem Solving Framework 5a. CONTRACT NUMBER N/A 5b

  14. Mrs. Miggins in the Classroom.

    ERIC Educational Resources Information Center

    Barnes, Rob

    2000-01-01

    A therapeutic board game was devised in order to generate discussion and to dispute irrational thinking in 10 children (age 10) with behavior problems. The pupils responded positively to rational-emotive behavior therapy, and teachers found that the cards used in the game provided a framework for discussion and self-help strategies. (Contains…

  15. Non-Traditional Interventions To Stimulate Discussion: The Use of Games and Puzzles.

    ERIC Educational Resources Information Center

    Franklin, Sue; Peat, Mary; Lewis, Alison

    2003-01-01

    Outlines the results of an investigation into whether first year biology students used card game discussions and crosswords provided to help them learn and how useful these resources were perceived to be. Evaluates teaching staff's perceptions with regard to the resources. (Contains 23 references.) (Author/YDS)

  16. Hanging on to the Wetlands. Book III.

    ERIC Educational Resources Information Center

    Newton, David E.; Slesnick, Irwin L.

    This high school unit on wetland ecology consists of 12 activities and activity packets containing data sheets, activity sheets, flash cards, game cards, and other materials needed to complete the activities. The first activity is the text for a slide-tape show which provides an overview of the entire unit. Each of the remaining activities is then…

  17. Neonatal Intensive-Care Unit Graduates Show Persistent Difficulties in an Intradimensional Shift Card Sort

    ERIC Educational Resources Information Center

    Kittler, Phyllis M.; Brooks, Patricia J.; Rossi, Vanessa; Karmel, Bernard Z.; Gardner, Judith M.; Flory, Michael J.

    2013-01-01

    Neonatal intensive-care unit (NICU) graduates, a group at risk for attention problems and attention-deficit hyperactivity disorder, performed an intradimensional shift card sort at 34, 42, 51, and 60 months to assess executive function and to examine effects of individual risk factors. In the "silly" game, children sorted cards…

  18. 25 CFR 543.23 - What are the minimum internal control standards for audit and accounting?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... supervision, bingo cards, bingo card sales, draw, prize payout; cash and equivalent controls, technologic aids... 25 Indians 2 2014-04-01 2014-04-01 false What are the minimum internal control standards for audit... INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS FOR CLASS II GAMING § 543.23 What are the...

  19. 25 CFR 543.23 - What are the minimum internal control standards for audit and accounting?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... supervision, bingo cards, bingo card sales, draw, prize payout; cash and equivalent controls, technologic aids... 25 Indians 2 2013-04-01 2013-04-01 false What are the minimum internal control standards for audit... INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS FOR CLASS II GAMING § 543.23 What are the...

  20. Implementation of quantum game theory simulations using Python

    NASA Astrophysics Data System (ADS)

    Madrid S., A.

    2013-05-01

    This paper provides some examples about quantum games simulated in Python's programming language. The quantum games have been developed with the Sympy Python library, which permits solving quantum problems in a symbolic form. The application of these methods of quantum mechanics to game theory gives us more possibility to achieve results not possible before. To illustrate the results of these methods, in particular, there have been simulated the quantum battle of the sexes, the prisoner's dilemma and card games. These solutions are able to exceed the classic bottle neck and obtain optimal quantum strategies. In this form, python demonstrated that is possible to do more advanced and complicated quantum games algorithms.

  1. EduCard. Adult Education Access Card. Policy Option Paper on Strategic Recommendation 4. First Edition.

    ERIC Educational Resources Information Center

    Porter, Dennis

    One recommendation of the 1989 California Strategic Plan for Adult Education is the use of EduCard. EduCard, the Adult Education Access Card, is a means of giving learners access to information about educational opportunities and providing administrators with machine-readable information on learners' prior education and traiing. Three models are:…

  2. DNA Re-EvolutioN: a game for learning molecular genetics and evolution.

    PubMed

    Miralles, Laura; Moran, Paloma; Dopico, Eduardo; Garcia-Vazquez, Eva

    2013-01-01

    Evolution is a main concept in biology, but not many students understand how it works. In this article we introduce the game DNA Re-EvolutioN as an active learning tool that uses genetic concepts (DNA structure, transcription and translation, mutations, natural selection, etc.) as playing rules. Students will learn about molecular evolution while playing a game that mixes up theory and entertainment. The game can be easily adapted to different educational levels. The main goal of this play is to arrive at the end of the game with the longest protein. Students play with pawns and dices, a board containing hypothetical events (mutations, selection) that happen to molecules, "Evolution cards" with indications for DNA mutations, prototypes of a DNA and a mRNA chain with colored "nucleotides" (plasticine balls), and small pieces simulating t-RNA with aminoacids that will serve to construct a "protein" based on the DNA chain. Students will understand how changes in DNA affect the final protein product and may be subjected to positive or negative selection, using a didactic tool funnier than classical theory lectures and easier than molecular laboratory experiments: a flexible and feasible game to learn and enjoy molecular evolution at no-cost. The game was tested by majors and non-majors in genetics from 13 different countries and evaluated with pre- and post-tests obtaining very positive results. © 2013 by The International Union of Biochemistry and Molecular Biology.

  3. Thinking beyond the Obvious Boundaries in Mathematics: An Exploration of Joyous Discovery.

    ERIC Educational Resources Information Center

    de Vries, Marianne E.

    1992-01-01

    Ideas for the development of creative exploration in mathematics are offered, including games to play in class (e.g., card games and tangrams), competitions (sample problems), clubs and math evenings (math relays and treasure hunts), projects (possible topics in patchwork quilting, art, and music), and math camps. (DB)

  4. Getting Started in Classroom Computing.

    ERIC Educational Resources Information Center

    Ahl, David H.

    Written for secondary students, this booklet provides an introduction to several computer-related concepts through a set of six classroom games, most of which can be played with little more than a sheet of paper and a pencil. The games are: 1) SECRET CODES--introduction to binary coding, punched cards, and paper tape; 2) GUESS--efficient methods…

  5. Ways of Knowing as Learning Styles: Learning MAGIC with a Partner.

    ERIC Educational Resources Information Center

    Galotti, Kathleen M.; Drebus, David W.; Reimer, Rebecca L.

    2001-01-01

    College student pairs learned a complex card game using a scripted set of turns and written explanations, played the game, rated perceptions of and reactions to the learning session and their partner, and completed the Attitudes Toward Thinking and Learning Scale. Significant differences in perceptions of partners and sessions related to…

  6. 75 FR 48642 - Proposed Information Collection; Comment Request; Tag Recapture Card

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-08-11

    ... extension of a currently approved information collection. The Cooperative Game Fish Tagging Program (CGFTP... cooperative effort between WHOI and the NOAA National Marine Fisheries (NMFS) as part of a comprehensive research program resulting from passage of the Migratory Game Fish Study Act of 1959 (Pub. L. 86- 359) and...

  7. Scribble Scrabble: Ready-in-a-Minute Math Games.

    ERIC Educational Resources Information Center

    Sharp, Richard M.; And Others

    Mathematics research has discovered two elements that are consistently linked to student achievement: parental involvement and manipulative materials. This book offers a rich assortment of spinner, matrix, and card learning games which can be used in the classroom or at home. The concepts and skills range from whole number operations to geometry.…

  8. Scratch Your Brain Where It Itches: Math Games, Tricks and Quick Activities, Book D-1 Algebra.

    ERIC Educational Resources Information Center

    Brumbaugh, Doug

    This resource book for algebra contains games, tricks, and quick activities for the classroom. Categories of activities include puzzlers, patterns, manipulatives, measurement, graphing, and a section that contains reproducible statement and value cards. Twenty one puzzle problems, four pattern activities, and 11 quick activities that engage…

  9. 50 CFR 32.43 - Mississippi.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... reverse side of the form and deposit it at one of the refuge information stations. Include all game... for details. 3. When hunting, we allow only shotguns with approved nontoxic shot (see § 32.2(k)), .17... card and deposit it at one of the hunter information stations. Include all game harvested, and if there...

  10. 50 CFR 32.43 - Mississippi.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... must complete the reverse side of the card/form and deposit it at one of the refuge information stations. Include all game harvested; if you harvested no game, report “0”. Hunters may possess only one.... 3. When hunting, we allow only shotguns with approved nontoxic shot (see § 32.2(k)), .17 or .22...

  11. 50 CFR 32.43 - Mississippi.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... must complete the reverse side of the card/form and deposit it at one of the refuge information stations. Include all game harvested; if you harvested no game, report “0”. Hunters may possess only one.... 3. When hunting, we allow only shotguns with approved nontoxic shot (see § 32.2(k)), .17 or .22...

  12. 50 CFR 32.43 - Mississippi.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... must complete the reverse side of the card/form and deposit it at one of the refuge information stations. Include all game harvested; if you harvested no game, report “0”. Hunters may possess only one.... 3. When hunting, we allow only shotguns with approved nontoxic shot (see § 32.2(k)), .17 or .22...

  13. Measurable benefits on brain activity from the practice of educational leisure.

    PubMed

    Requena, Carmen; López, Verónica

    2014-01-01

    Even if behavioral studies relate leisure practices to the preservation of memory in old persons, there is unsubstantial evidence of the import of leisure on brain activity. This study was to compare the brain activity of elderly retired people who engage in different types of leisure activities. Quasi-experimental study over a sample of 60 elderly, retired subjects distributed into three groups according to the leisure activities they practised: educational leisure (G1), memory games (G2), and card games (G3). Applied measures include the conceptual distinction between free time and leisure, the test of the organization of free time measuring 24 clock divisions, and EEG register during 12 word list memorizing. The results show that the type of leisure activity is associated with significant quantitative differences regarding the use of free time. G1 devotes more time to leisure activities than G2 (p = 0.007) and G3 (p = 0.034). G1 rests more actively than the other two groups (p = 0.001). The electrical localization of brain activity indicated a reverse tendency of activation according to the bands and groups. Engaging in educational leisure activities is a useful practice to protect healthy brain compensation strategies. Future longitudinal research may verify the causal relation between practicing educational leisure activities and functional brain aging.

  14. Game-Based Community Cognitive Health Intervention for Minority and Lower Socioeconomic Status Older Adults: A Feasibility Pilot Study.

    PubMed

    Overman, Amy A; Robbins, Ruth E

    2014-10-01

    The purpose of this pilot study was to investigate the feasibility of implementing a noncomputerized, game-based, community cognitive health intervention with minority and/or lower socioeconomic status (SES) older adults in order to improve cognitive performance and quality of life. Through partnerships with community organizations, we implemented an innovative pilot 10-week cognitive training intervention. Noncomputerized games were used to combine social interaction and cognitive training that challenged attentional and memory function for 1 hour each week over the span of 10 weeks. One game used in the intervention program was created by adapting a working memory training task into a fun and competitive card game; the other two games were commercially available. The intervention and pre/post assessments were able to be delivered in a community setting. Overall retention was satisfactory, but it dropped in later weeks of the intervention. Older adult participants reported enjoying the games and being invested in their performance. They also reported playing the games with family and friends at home. Older adult participants complied with game rules but were reluctant to comply with instructions to rotate game partners and game types. They preferred their first partners, and they preferred the card game over the existing commercial games. This intervention has the potential to improve quality of life and reduce disparities in cognitive health in older adults because it is an accessible game-based intervention program that motivates older adult participants to engage cognitively and to continue this engagement beyond the formal training sessions. However, in order to carry this out on a larger scale, particular attention must be paid to recruitment, retention, and training procedures. This article discusses the critical need for cognitive training interventions in minority and lower SES older adults, the intended benefits, and the best approaches to conducting this type of intervention.

  15. Fitwits MD™: an office-based tool and games for conversations about obesity with 9- to 12-year-old children.

    PubMed

    McGaffey, Ann L; Abatemarco, Diane J; Jewell, Ilene Katz; Fidler, Susan K; Hughes, Kristin

    2011-01-01

    Physician feelings of ineffectiveness and family-related barriers hamper childhood obesity discussions. Physicians desire appealing, time-efficient tools to frame and sensitively address obesity, body mass index, physical activity, nutrition, and portion size. Our university design-led coalition codeveloped tools and games for this purpose. In this feasibility study, we evaluated physician-level counseling of 9- to 12-year-old children and their parents/caretakers using Fitwits MD (Carnegie Mellon University School of Design, Pittsburgh, PA), a brief, structured intervention with flashcards and take-home games. Residency-based physicians in three low- to mid-level socioeconomic urban offices provided self-report data over 8 months through surveys, comment cards, and interviews. We recruited 33 physicians and 93 preadolescents and families. Child-centered key messages resulted in 7-minute conversations, on average. For those physicians who used Fitwits MD, 96% felt improved comfort and competence and 78% noted barrier reduction. Fitwits MD improved residency-based physician self-efficacy and emphasized important health education topics regarding office-based childhood obesity discussions with preadolescents and parents/caretakers.

  16. Agent-Centric Approach for Cybersecurity Decision-Support with Partial Observability

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Tipireddy, Ramakrishna; Chatterjee, Samrat; Paulson, Patrick R.

    Generating automated cyber resilience policies for real-world settings is a challenging research problem that must account for uncertainties in system state over time and dynamics between attackers and defenders. In addition to understanding attacker and defender motives and tools, and identifying “relevant” system and attack data, it is also critical to develop rigorous mathematical formulations representing the defender’s decision-support problem under uncertainty. Game-theoretic approaches involving cyber resource allocation optimization with Markov decision processes (MDP) have been previously proposed in the literature. Moreover, advancements in reinforcement learning approaches have motivated the development of partially observable stochastic games (POSGs) in various multi-agentmore » problem domains with partial information. Recent advances in cyber-system state space modeling have also generated interest in potential applicability of POSGs for cybersecurity. However, as is the case in strategic card games such as poker, research challenges using game-theoretic approaches for practical cyber defense applications include: 1) solving for equilibrium and designing efficient algorithms for large-scale, general problems; 2) establishing mathematical guarantees that equilibrium exists; 3) handling possible existence of multiple equilibria; and 4) exploitation of opponent weaknesses. Inspired by advances in solving strategic card games while acknowledging practical challenges associated with the use of game-theoretic approaches in cyber settings, this paper proposes an agent-centric approach for cybersecurity decision-support with partial system state observability.« less

  17. The prevalence of problematic video gamers in the Netherlands.

    PubMed

    Haagsma, Maria C; Pieterse, Marcel E; Peters, Oscar

    2012-03-01

    This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the prevalence of problematic gaming. A representative national panel of 902 respondents aged 14 to 81 took part in the study. The results show that gaming in general is a wide-spread and popular activity among the Dutch population. Browser games (small games played via the internet) and offline casual games (e.g., offline card games) were reported as most popular type of game. Online games (e.g., massively multiplayer online role-playing games) are played by a relatively small part of the respondents, yet considerably more time is spent on these online games than on browser games, offline casual games, and offline games (e.g., offline racing games). The prevalence of problematic gaming in the total sample is 1.3 percent. Among adolescents and young adults problematic gaming occurs in 3.3 percent of cases. Particularly male adolescents seem to be more vulnerable to developing problematic gaming habits.

  18. Take Me Out to the Ball Game: Science Outreach to Non-traditional Audiences

    NASA Astrophysics Data System (ADS)

    Norsted, B. A.

    2010-08-01

    Science outreach often targets audiences that are already interested in science and are looking for related educational experiences for themselves or their families. The University of Wisconsin Geology Museum (UWGM) with funding from the NASA Astrobiology Institute (NAI) is targeting unique venues and thereby new audiences who may not typically seek out science outreach events. With this goal in mind, in June, 2009 the UWGM and NAI sponsored an "Astrobiology Night at the Ballpark" at the Madison Mallards Ballpark, the local Madison, Wisconsin minor league baseball venue. At the game, 6,250 attendees were exposed to current NASA-funded astrobiology research being conducted at the University of Wisconsin-Madison. Fans were greeted at the gate by volunteers passing out a nine-card pack of extremophile trading cards, each of which featured a different extremophile group (e.g. halophiles, cryophiles, and barophiles). Next, participants could interact with project scientists, graduate students and museum staff at four exploration stations, where each station highlighted astrobiology themes (i.e. extremophiles, banded iron formation, earth's oldest rocks, earth's oldest fossils). Before the game began, the video board on the field was used to broadcast short NASA videos about recent Mars missions as well as the search for life in space. Additionally, inning breaks were used as fun opportunities to engage fans through an "Alien vs. Kids" tug-of-war as well as the distribution of Frisbees with an astrobiology timeline printed on them. Engaging the broader public at a non-science venue is a means to breaking down perceived barriers between scientists and the general public. We found Mallards fans to be receptive and ready to connect with our science themes. Tapping into a new audience also builds a larger awareness of our museum and University, expanding our impact in the community.

  19. Using Card Games to Simulate the Process of Natural Selection

    ERIC Educational Resources Information Center

    Grilliot, Matthew E.; Harden, Siegfried

    2014-01-01

    In 1858, Darwin published "On the Origin of Species by Means of Natural Selection." His explanation of evolution by natural selection has become the unifying theme of biology. We have found that many students do not fully comprehend the process of evolution by natural selection. We discuss a few simple games that incorporate hands-on…

  20. Tarot Reading as Recombinant Narrative: Literature as Game/Game as Literature.

    ERIC Educational Resources Information Center

    Palumbo, Donald

    Based on the premise that fortune telling is a spontaneous narrative exercise, this paper proposes that the Tarot deck is a marvelously intricate and finely tooled mechanism for generating innumerable, remarkably coherent stories in the archetypal mode. It explains the organization of the Tarot deck, the 78 cards and their meanings, and the…

  1. What Does Playing Cards Have to Do with Science? A Resource-Rich View of African American Young Men

    ERIC Educational Resources Information Center

    Schademan, Alfred R.

    2011-01-01

    The study examines the resources related to science that African American young men learn and develop by playing a card game called Spades, a common cultural practice in African American communities that dates back to the Civil War Era. The qualitative study examines what the Spades players at a local high school consider when making decisions…

  2. Increased risk of injury following red and yellow cards, injuries and goals in FIFA World Cups.

    PubMed

    Ryynänen, Jaakko; Dvorak, Jiri; Peterson, Lars; Kautiainen, Hannu; Karlsson, Jón; Junge, Astrid; Börjesson, Mats

    2013-10-01

    To study the relationship between potentially game-disrupting incidents (PGDIs; red and yellow cards, goals and injuries) and the injury incidence in football. Prospective injury surveillance during three FIFA World Cups in 2002, 2006 and 2010. Official match statistics were obtained for all the matches played in the three tournaments. 2002, 2006 and 2010 FIFA World Cups. Team physicians at the 2002, 2006 and 2010 FIFA World Cups. Injury incidences and incidence rate ratios (IRRs). The injury incidence was significantly higher during match periods within the minute of, or during a five-minute period following a yellow card, red card, another injury or a goal (PGDIs) than during other match periods (76.7/1000 match hours; 95% CI (66.6 to 87.9) vs 54.0/1000 match hours (46.9 to 61.9), p<0.001). There were significant differences in injury incidence between different match periods, with the highest injury incidence seen in the last 15 min of the first half (p<0.001). The PGDIs (other than injury) had a tendency to increase towards the end of the game and the most frequent PGDI was a yellow card. There was a risk ratio of 1.17 (95% CI 1.08 to 1.26) for injury, per PGDI (other injuries excluded) (p<0.001), and 1.15 (95% CI 1.06 to 1.24) after adjusted match time (p<0.001). The injury incidence is high within the five minutes following a PGDI. For both team management and players, being aware of the increased risk of injury directly after a PGDI may be of clinical relevance, as it may enable them to take precautions in order to prevent injuries. There are significant differences in injury incidence between different match periods and game-related factors, such as PGDIs, appear partly to contribute to this variation.

  3. The Prevalence of Gambling in College: A Review of Literature, Convenience Sample, and Recommendations

    ERIC Educational Resources Information Center

    Seifried, Chad; Krenzelok, Ann; Turner, Brian A.; Brett, Martin

    2009-01-01

    This project examined the level of gambling exhibited by a convenience sample of 155 college students at a large Midwestern university and compared it to previously completed work. The researchers found most college student gamblers engaged in the most popular form of gambling like casino games, card games, and betting pools for money. Gambling on…

  4. Building Capacity in Urban Sustainability Assessment through Use of a Scenarios Game

    ERIC Educational Resources Information Center

    Taylor, Rhys E.; Rutledge, Daniel T.; van Roon, Henri

    2011-01-01

    Urban form, the patterns of cities, in New Zealand is explored 50 years into the future through a scenarios game, published on the Internet. Four diverse scenarios provide a means to explore the present situation and envision how it may change over time with different trend drivers. Wild card events introduce uncertainty in a way that resonates…

  5. "ChemMend": A Card Game to Introduce and Explore the Periodic Table While Engaging Students' Interest

    ERIC Educational Resources Information Center

    Martí-Centelles, Vicente; Rubio-Magnieto, Jenifer

    2014-01-01

    Deep knowledge of the periodic table is one of the most important keys to understand the basic principles of Chemistry. Memorizing the elements of the groups and periods is one of the most commonly used strategies to learn the position of each element in the periodic table; nevertheless, it is a hard task for most students. The use of card games…

  6. Game-Related Statistics that Discriminated Winning, Drawing and Losing Teams from the Spanish Soccer League

    PubMed Central

    Lago-Peñas, Carlos; Lago-Ballesteros, Joaquín; Dellal, Alexandre; Gómez, Maite

    2010-01-01

    The aim of the present study was to analyze men’s football competitions, trying to identify which game-related statistics allow to discriminate winning, drawing and losing teams. The sample used corresponded to 380 games from the 2008-2009 season of the Spanish Men’s Professional League. The game-related statistics gathered were: total shots, shots on goal, effectiveness, assists, crosses, offsides commited and received, corners, ball possession, crosses against, fouls committed and received, corners against, yellow and red cards, and venue. An univariate (t-test) and multivariate (discriminant) analysis of data was done. The results showed that winning teams had averages that were significantly higher for the following game statistics: total shots (p < 0.001), shots on goal (p < 0.01), effectiveness (p < 0.01), assists (p < 0.01), offsides committed (p < 0.01) and crosses against (p < 0.01). Losing teams had significantly higher averages in the variable crosses (p < 0.01), offsides received (p < 0. 01) and red cards (p < 0.01). Discriminant analysis allowed to conclude the following: the variables that discriminate between winning, drawing and losing teams were the total shots, shots on goal, crosses, crosses against, ball possession and venue. Coaches and players should be aware for these different profiles in order to increase knowledge about game cognitive and motor solicitation and, therefore, to evaluate specificity at the time of practice and game planning. Key points This paper increases the knowledge about soccer match analysis. Give normative values to establish practice and match objectives. Give applications ideas to connect research with coaches’ practice. PMID:24149698

  7. Social and psychological challenges of poker.

    PubMed

    Siler, Kyle

    2010-09-01

    Poker is a competitive, social game of skill and luck, which presents players with numerous challenging strategic and interpersonal decisions. The adaptation of poker into a game played over the internet provides the unprecedented opportunity to quantitatively analyze extremely large numbers of hands and players. This paper analyzes roughly twenty-seven million hands played online in small-stakes, medium-stakes and high-stakes games. Using PokerTracker software, statistics are generated to (a) gauge the types of strategies utilized by players (i.e. the 'strategic demography') at each level and (b) examine the various payoffs associated with different strategies at varying levels of play. The results show that competitive edges attenuate as one moves up levels, and tight-aggressive strategies--which tend to be the most remunerative--become more prevalent. Further, payoffs for different combinations of cards, varies between levels, showing how strategic payoffs are derived from competitive interactions. Smaller-stakes players also have more difficulty appropriately weighting incentive structures with frequent small gains and occasional large losses. Consequently, the relationship between winning a large proportion of hands and profitability is negative, and is strongest in small-stakes games. These variations reveal a meta-game of rationality and psychology which underlies the card game. Adopting risk-neutrality to maximize expected value, aggression and appropriate mental accounting, are cognitive burdens on players, and underpin the rationality work--reconfiguring of personal preferences and goals--players engage into be competitive, and maximize their winning and profit chances.

  8. Alcohol affects video lottery terminal (VLT) gambling behaviors and cognitions differently.

    PubMed

    Ellery, Michael; Stewart, Sherry H

    2014-03-01

    People frequently combine alcohol use and gambling. However, our understanding of the effects of alcohol on gambling behavior is limited, both in terms of what the effects are and how they occur. The effects of a moderately intoxicating dose of alcohol (i.e., a blood alcohol concentration of .06 g%) on the video lottery terminal (VLT) gambling behaviors and cognitions of community-recruited nonpathological (n = 30) and probable pathological gamblers (n = 30) were compared. Alcohol increased the rate of double up betting (i.e., choosing to play a bonus game, after a winning video poker hand, which involves trying to pick a higher ranked card than the dealer's card from among 5 face down cards) of probable pathological gamblers, but did not influence their irrational beliefs about VLT play. Alcohol maintained the irrational beliefs about VLT play of nonpathological gamblers, but did not influence their gambling behaviors. Results are consistent with a growing body of research finding that gambling cognitions have an equivocal role in explaining actual gambling behaviors. Potential mechanisms for the observed effects are discussed. Applied implications discussed include: educating regular VLT players about the effects of alcohol on irrational gambling cognitions; reconsidering policies and practices that make alcohol available where machine gambling takes place; and targeting even moderate alcohol use in the treatment of gambling problems.

  9. Celestial-themed Cartoons Captivate Children

    NASA Astrophysics Data System (ADS)

    Cappelli, V.; di Benedetto, C.

    2010-12-01

    Attivamente: Big discoveries with Galileo and Phineas & Ferb, an educational entertainment project for children, was a collaboration between Disney Television Italy and the Education and Public Outreach office of the INAF Astronomical Observatory of Padua, Italy. The project started during the International Year of Astronomy 2009 and came to an end in June 2010. It consisted of a cartoon series, several articles in a Disney magazine and an educational kit focused on Galileo Galilei and the Moon. The kit, called the First Astronomical Kit, was distributed to 30 000 children in Italy, and included a board game about the Moon, an observation diary and a lunar fact card. The aim of the kit was to give children some basic astronomical knowledge and to demonstrate the essential role that observation plays in understanding the heavens. This article discusses how a research institute and a major entertainment company -- each with very different working practices -- were able to work together to form a successful partnership.

  10. Keeping a Competitive U.S. Military Aircraft Industry Aloft: Findings from an Analysis of the Industrial Base

    DTIC Science & Technology

    2011-01-01

    industries as credit cards , health maintenance organizations (HMOs), travel reservations, video games, container shipping, music, and (remarkably) cement... iTunes . It is a software platform that is replacing the (nonplatform) strategy of selling CDs in retail stores. In other words, a platform-mediated...boundar- ies. Brokerage, mortgage, checking, savings, and credit cards are inte- grated around a major platform. This banking platform is even pen

  11. Cardiac surgery report cards: comprehensive review and statistical critique.

    PubMed

    Shahian, D M; Normand, S L; Torchiana, D F; Lewis, S M; Pastore, J O; Kuntz, R E; Dreyer, P I

    2001-12-01

    Public report cards and confidential, collaborative peer education represent distinctly different approaches to cardiac surgery quality assessment and improvement. This review discusses the controversies regarding their methodology and relative effectiveness. Report cards have been the more commonly used approach, typically as a result of state legislation. They are based on the presumption that publication of outcomes effectively motivates providers, and that market forces will reward higher quality. Numerous studies have challenged the validity of these hypotheses. Furthermore, although states with report cards have reported significant decreases in risk-adjusted mortality, it is unclear whether this improvement resulted from public disclosure or, rather, from the development of internal quality programs by hospitals. An additional confounding factor is the nationwide decline in heart surgery mortality, including states without quality monitoring. Finally, report cards may engender negative behaviors such as high-risk case avoidance and "gaming" of the reporting system, especially if individual surgeon results are published. The alternative approach, continuous quality improvement, may provide an opportunity to enhance performance and reduce interprovider variability while avoiding the unintended negative consequences of report cards. This collaborative method, which uses exchange visits between programs and determination of best practice, has been highly effective in northern New England and in the Veterans Affairs Administration. However, despite their potential advantages, quality programs based solely on confidential continuous quality improvement do not address the issue of public accountability. For this reason, some states may continue to mandate report cards. In such instances, it is imperative that appropriate statistical techniques and report formats are used, and that professional organizations simultaneously implement continuous quality improvement programs. The statistical methodology underlying current report cards is flawed, and does not justify the degree of accuracy presented to the public. All existing risk-adjustment methods have substantial inherent imprecision, and this is compounded when the results of such patient-level models are aggregated and used inappropriately to assess provider performance. Specific problems include sample size differences, clustering of observations, multiple comparisons, and failure to account for the random component of interprovider variability. We advocate the use of hierarchical or multilevel statistical models to address these concerns, as well as report formats that emphasize the statistical uncertainty of the results.

  12. Math Trivia.

    ERIC Educational Resources Information Center

    Kuhlmann, Jim

    1986-01-01

    This activity for grades 6-12 is designed to promote an increased interest in mathematics and its study. Directions for the game "Math Trivia" are given, with questions ready for cards and additional questions listed. (MNS)

  13. Measuring Up 2004: The State Report Card on Higher Education. South Carolina

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2004

    2004-01-01

    This state report card is derived from "Measuring Up 2004," the national report card for higher education. Its purpose is to provide the public and policymakers with information to assess and improve postsecondary education in each state. "Measuring Up 2004" is the third in a series of biennial report cards. The report card…

  14. Measuring Up 2004: The State Report Card on Higher Education. North Carolina

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2004

    2004-01-01

    This state report card is derived from "Measuring Up 2004," the national report card for higher education. Its purpose is to provide the public and policymakers with information to assess and improve postsecondary education in each state. "Measuring Up 2004" is the third in a series of biennial report cards. The report card…

  15. Measuring Up 2004: The State Report Card on Higher Education. Vermont

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2004

    2004-01-01

    This state report card is derived from "Measuring Up 2004," the national report card for higher education. Its purpose is to provide the public and policymakers with information to assess and improve postsecondary education in each state. "Measuring Up 2004" is the third in a series of biennial report cards. The report card…

  16. Centering on Sea Life in the Classroom.

    ERIC Educational Resources Information Center

    Gruendike, Janis L.

    1982-01-01

    Describes an oceanography learning center for elementary/middle school students, focusing on use of games (review jeopardy), instructional tapes, flash cards, activity felt boards, picture puzzles, reading materials, science displays, and experiment stations. (JN)

  17. 76 FR 328 - Proposed Information Collection; Comment Request; Billfish Tagging Report Card

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-01-04

    ... Administration's Southwest Fisheries Science Center operates a billfish tagging program. Tagging supplies are... game fish; waters; research; purpose. II. Method of Collection Information is submitted by mail, via a...

  18. Consequences of players' dismissal in professional soccer: a crisis-related analysis of group-size effects.

    PubMed

    Bar-Eli, Michael; Tenenbaum, Gershon; Geister, Sabine

    2006-10-01

    This study documents the effect of players' dismissals on team performance in professional soccer. Our aim was to determine whether the punishment meted out for unacceptable player behaviour results in reduced team performance. The official web site of the German Soccer Association was used for coding data from games played in the first Bundesliga between the 1963 - 64 and 2003 - 04 (n = 41) seasons. A sample of 743 games where at least one red card was issued was used to test hypotheses derived from crisis theory (Bar-Eli & Tenenbaum, 1989a). Players' dismissals weaken a sanctioned team in terms of the goals and final score following the punishment. The chances of a sanctioned team scoring or winning were substantially reduced following the sanction. Most cards were issued in the later stages of matches. The statistics pertaining to outcome results as a function of game standing, game location, and time phases - all strongly support the view that teams can be considered conceptually similar to individuals regarding the link between stress and performance. To further develop the concept of team and individual psychological performance crisis in competition, it is recommended that reversal theory (Apter, 1982) and self-monitoring and distraction theories (Baumeister, 1984) be included in the design of future investigations pertaining to choking under pressure.

  19. MRO's High Resolution Imaging Science Experiment (HiRISE) Education And Public Outreach program

    NASA Astrophysics Data System (ADS)

    Gulick, V. C.; Davatzes, A.; McEwen, A.

    2006-12-01

    HiRISE provides an innovative education and public outreach program with a variety of formal and informal educational activities. The centerpiece of HiRISE's E/PO program is it's interactive website called HiWeb (http://marsoweb.nasa.nasa.gov/hirise and http://hirise.lpl.arizona.edu). HiWeb provides an image suggestion facility where the public can submit suggestions for HiRISE images and view HiRISE images in context with other available Mars data. HiRISE EPO has developed K-14 educational materials including activity, coloring and comic books that focus on Mars geology, the image suggestion process, understanding the HiRISE camera and working with digital image data. In addition, we have developed interactive educational games including Mars crosswords, jigsaws, word searches, and flash cards to provide fun ways for students to learn more about Mars. All educational materials and games are aligned with the National Science Standards. HiRISE Clickworkers will provide online opportunities for the public to assist the team in creating geologic feature databases (gullies, boulders, craters, wind streaks, etc.) present in the HiRISE images in addition to other innovative opportunities. Web events (including web chats, casts and forums) with HiRISE team members, will help guide students and educators of HiRISE capabilities and science goals and provide support for submitting good image suggestions. Educator workshops will be held each year at or near the institution of HiRISE team members. Workshop support materials and instructions for all hands-on activities will be placed on HiWeb to facilitate sharing of information with other educators and the general public. Large-scale displays of HiRISE images will be available at several at museums and planetariums.

  20. Strengthening Connections between Elementary Classroom Mathematics and Literacy

    ERIC Educational Resources Information Center

    Altieri, Jennifer L.

    2009-01-01

    Enjoyable literacy strategies help elementary teachers reinforce students' mathematics knowledge. This article shares a number of literacy strategies that can easily connect with mathematics. These strategies include word associations, multimeaning word cards, and games. (Contains 7 figures.)

  1. FLUID/MASHOV--A CAI System Based on Games, Dialogue, and Feedback.

    ERIC Educational Resources Information Center

    Regev, Joseph

    1980-01-01

    A master program to manage instruction and generate the necessary control cards was designed to both teach thinking skills and assist the teacher in assessing the student's thought processes. Twelve references are cited. (MER)

  2. Pipelines & Headlines.

    ERIC Educational Resources Information Center

    Dalton, Edward A.

    1988-01-01

    Provides a poster describing how oil is made, discovered, recovered, distributed, and used with suggestions for using it. Includes cards for an oil vocabulary game with its playing instructions and seven oil scramble words. Gives three addresses of sources for additional information. (YP)

  3. Game Based Learning as a Means to Teach Climate Literacy in a High School Environment

    NASA Astrophysics Data System (ADS)

    Fung, M. K.; Tedesco, L.; Katz, M. E.

    2013-12-01

    As part of RPI's GK-12 graduate fellowship program (which involves graduate STEM fellows in K-12 education) a climate change board game activity was developed and implemented at inner city Troy High School in Troy, New York. The goal was to engage and teach two classes of the Earth Science General Repeat (GR) tenth grade students about climate change through a game-based leaning module. Students placed in the GR course had previously failed Earth Science, and had never passed a general science class in high school. In the past, these students have responded positively to hands-on activities. Therefore, an interactive board game activity was created to teach students about climate, explore how humans impact our environment, and address the future of climate change. The students are presented with a draft version of the game, created by the graduate fellow, and are asked to redesign the game for their peers in the other GR class. The students' version of the game is required to include certain aspects of the original game, for example, the climate change Trivia and Roadblock cards, but the design, addition of rules and overall layout are left to the students. The game-based learning technique allows the students to learn through a storyline, compete against each other, and challenge themselves to perfect their learning and understanding of climate change. The climate change board game activity also incorporates our cascade learning model, in which the graduate fellow designs the activity, works with a high school teacher, and implements the game with high school students. In addition, the activity emphasizes peer-to-peer learning, allowing each classroom to design the game for a different group of students. This allows the students to take leadership and gives them a sense of accomplishment with the completed board game. The nature of a board game also creates a dynamic competitive atmosphere, in which the students want to learn and understand the material to succeed in the overall game. Although this board game activity was designed for high school students, it could easily be adapted for all K-12 levels as an interactive, informative and successful way of teaching students about climate literacy.

  4. Things You Can Try

    ERIC Educational Resources Information Center

    Chandler, Arnold M., Ed.

    1973-01-01

    A Math Rummy card game, a stock market enrichment activity, and a puzzle in logical reasoning, all used with seventh and eighth graders, are described; directions for constructing a clock with suggestions for its use at the first grade level are given. (DT)

  5. A comme... (A as in ...).

    ERIC Educational Resources Information Center

    Zeller, L.; And Others

    1979-01-01

    Four essays provide practical guidelines for (1) conducting an analysis of supplementary pedagogical materials prior to their use; (2) playing a French card game; (3) using French horoscope columns in the classroom; and (4) teaching idiomatic expressions containing animal terms. (AM)

  6. Measuring Up 2006: The State Report Card on Higher Education. North Carolina

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2006

    2006-01-01

    The purpose of this state report card is to provide the general public and policymakers with information they can use to assess and improve postsecondary education in each state. "Measuring Up 2006" is the fourth in a series of biennial report cards. The report card grades states in six overall performance categories: (1) Preparation:…

  7. Measuring Up 2006: The State Report Card on Higher Education. Georgia

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2006

    2006-01-01

    The purpose of this state report card is to provide the general public and policymakers with information they can use to assess and improve postsecondary education in each state. "Measuring Up 2006" is the fourth in a series of biennial report cards. The report card grades states in six overall performance categories: (1) Preparation:…

  8. Measuring Up 2006: The State Report Card on Higher Education. Nevada

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2006

    2006-01-01

    The purpose of this state report card is to provide the general public and policymakers with information they can use to assess and improve postsecondary education in each state. "Measuring Up 2006" is the fourth in a series of biennial report cards. The report card grades states in six overall performance categories: (1) Preparation:…

  9. Measuring Up 2006: The State Report Card on Higher Education. South Carolina

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2006

    2006-01-01

    The purpose of this state report card is to provide the general public and policymakers with information they can use to assess and improve postsecondary education in each state. "Measuring Up 2006" is the fourth in a series of biennial report cards. The report card grades states in six overall performance categories: (1) Preparation:…

  10. Measuring Up 2006: The State Report Card on Higher Education. Idaho

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2006

    2006-01-01

    The purpose of this state report card is to provide the general public and policymakers with information they can use to assess and improve postsecondary education in each state. "Measuring Up 2006" is the fourth in a series of biennial report cards. The report card grades states in six overall performance categories: (1) Preparation:…

  11. Measuring Up 2006: The State Report Card on Higher Education. New Hampshire

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2006

    2006-01-01

    The purpose of this state report card is to provide the general public and policymakers with information they can use to assess and improve postsecondary education in each state. "Measuring Up 2006" is the fourth in a series of biennial report cards. The report card grades states in six overall performance categories: (1) Preparation:…

  12. Cultural Barriers in Educational Evaluation: A Comparative Study on School Report Cards in Japan and Germany

    ERIC Educational Resources Information Center

    Urabe, Masashi

    2006-01-01

    This paper discusses cultural barriers in educational assessment by comparing Japanese and German school report cards. The discussions on assessment fluctuate between two intellectual extremes: objectified selection or educational diagnosis. In Japan, many teachers make written comments on school report cards with ambiguous expressions to avoid…

  13. Design Features in Games for Health: Disciplinary and Interdisciplinary Expert Perspectives.

    PubMed

    Kelley, Christina; Wilcox, Lauren; Ng, Wendy; Schiffer, Jade; Hammer, Jessica

    2017-06-01

    Games for health (G4H) aim to improve health outcomes and encourage behavior change. While existing theoretical frameworks describe features of both games and health interventions, there has been limited systematic investigation into how disciplinary and interdisciplinary stakeholders understand design features in G4H. We recruited 18 experts from the fields of game design, behavioral health, and games for health, and prompted them with 16 sample games. Applying methods including open card sorting and triading, we elicited themes and features (e.g., real-world interaction, game mechanics) around G4H. We found evidence of conceptual differences suggesting that a G4H perspective is not simply the sum of game and health perspectives. At the same time, we found evidence of convergence in stakeholder views, including areas where game experts provided insights about health and vice versa. We discuss how this work can be applied to provide conceptual tools, improve the G4H design process, and guide approaches to encoding G4H-related data for large-scale empirical analysis.

  14. Design Features in Games for Health: Disciplinary and Interdisciplinary Expert Perspectives

    PubMed Central

    Kelley, Christina; Wilcox, Lauren; Ng, Wendy; Schiffer, Jade; Hammer, Jessica

    2017-01-01

    Games for health (G4H) aim to improve health outcomes and encourage behavior change. While existing theoretical frameworks describe features of both games and health interventions, there has been limited systematic investigation into how disciplinary and interdisciplinary stakeholders understand design features in G4H. We recruited 18 experts from the fields of game design, behavioral health, and games for health, and prompted them with 16 sample games. Applying methods including open card sorting and triading, we elicited themes and features (e.g., real-world interaction, game mechanics) around G4H. We found evidence of conceptual differences suggesting that a G4H perspective is not simply the sum of game and health perspectives. At the same time, we found evidence of convergence in stakeholder views, including areas where game experts provided insights about health and vice versa. We discuss how this work can be applied to provide conceptual tools, improve the G4H design process, and guide approaches to encoding G4H–related data for large-scale empirical analysis. PMID:28868523

  15. The Myths and Realities of Simulations in Performance Technology.

    ERIC Educational Resources Information Center

    Thiagarajan, Sivasailam

    1998-01-01

    Examines misconceptions about simulations for performance technology concerning what they reflect, varieties, uses (instruction, awareness, performance assessment, team building, transfer, research, therapy), levels of fidelity, design approaches, formats (graphic models; card, race, and cyclical games; interactive fiction; production simulations;…

  16. The scarcity heuristic impacts reward processing within the medial-frontal cortex.

    PubMed

    Williams, Chad C; Saffer, Boaz Y; McCulloch, Robert B; Krigolson, Olave E

    2016-05-04

    Objects that are rare are often perceived to be inherently more valuable than objects that are abundant - a bias brought about in part by the scarcity heuristic. In the present study, we sought to test whether perception of rarity impacted reward evaluation within the human medial-frontal cortex. Here, participants played a gambling game in which they flipped rare and abundant 'cards' on a computer screen to win financial rewards while electroencephalographic data were recorded. Unbeknownst to participants, reward outcome and frequency was random and equivalent for both rare and abundant cards; thus, only a perception of scarcity was true. Analysis of the electroencephalographic data indicated that the P300 component of the event-related brain potential differed in amplitude for wins and losses following the selection of rare cards, but not following the selection of abundant cards. Importantly, then, we found that the perception of card rarity impacted reward processing even though reward feedback was independent of and subsequent to card selection. Our data indicate a top-down influence of the scarcity heuristic on reward evaluation, and specifically the processing of reward magnitude, within the human medial-frontal cortex.

  17. Connect Your Curriculum.

    ERIC Educational Resources Information Center

    Foster, Andrea; And Others

    1991-01-01

    Four elementary teachers describe how they support an interdisciplinary curriculum using integrated units. One builds tall towers of spaghetti. Another touches on all subjects using baseball card games. The third turns the playground into an archeological dig. The last sails the ocean along with the Pilgrims. (SM)

  18. Happy Time Mathematics

    ERIC Educational Resources Information Center

    Chilcote, Elinor; And Others

    1975-01-01

    Games and activities, which are fun, practical, and related to the child's world, are presented. Suggestions are given for building skills in estimating lengths, guessing how many, recognizing patterns in counting, multiplying with "waffles," classifying by attributes, and adding and subtracting with special cards, relays, and play…

  19. Number games, magnitude representation, and basic number skills in preschoolers.

    PubMed

    Whyte, Jemma Catherine; Bull, Rebecca

    2008-03-01

    The effect of 3 intervention board games (linear number, linear color, and nonlinear number) on young children's (mean age = 3.8 years) counting abilities, number naming, magnitude comprehension, accuracy in number-to-position estimation tasks, and best-fit numerical magnitude representations was examined. Pre- and posttest performance was compared following four 25-min intervention sessions. The linear number board game significantly improved children's performance in all posttest measures and facilitated a shift from a logarithmic to a linear representation of numerical magnitude, emphasizing the importance of spatial cues in estimation. Exposure to the number card games involving nonsymbolic magnitude judgments and association of symbolic and nonsymbolic quantities, but without any linear spatial cues, improved some aspects of children's basic number skills but not numerical estimation precision.

  20. Spatial separation of target and competitor cues enhances blocking of human causality judgements.

    PubMed

    Glautier, Steven

    2002-04-01

    Three experiments were carried out. Each required subjects to make judgements about the causal status of cues following a two-stage blocking procedure. In Stage 1 a competitor cue was consistently paired with an outcome, and in Stage 2 the competitor continued to be paired with the outcome but was accompanied by a target cue. It was predicted that causal judgements for the target would be reduced by the presence of the competitor. In Experiments 1 and 2 the blocking procedure was implemented as a computer simulation of a card game during which subjects had to learn which cards produced the best payouts. The cues that subjects used to make their judgement were colours and symbols that appeared on the backs of the cards. When the target and competitor cues appeared on the same card blocking effects did not emerge, but when they appeared as part of different cards blocking effects were found. Thus, spatial separation of target and competitor cues appeared to facilitate blocking. Experiment 3 replicated the blocking result using spatially separated target and competitor cues.

  1. Examination of a board game approach to children's involvement in family-based weight management vs. traditional family-based behavioral counseling in primary care.

    PubMed

    Sen, Merve; Uzuner, Arzu; Akman, Mehmet; Bahadir, Aliye Tugba; Borekci, Nazire Oncul; Viggiano, Emanuela

    2018-05-29

    The most effective intervention model for childhood obesity is known as family-based behavioral group treatments. There are also studies that investigate the effects of educational games for children to gain healthy eating and physical exercise habits. The aim of this study was to compare the efficacy of a family-based group treatment with an educational game (Kaledo) intervention in childhood obesity. Kaledo is a board game that was designed to improve nutritional knowledge and healthy life style habits. It is played with nutrition and activity cards that players can select from, and a total score is calculated in the end of the game according to energy intake and expenditure. Obese children between 9 and 12 ages were involved in this study. Participants randomly divided into behavioral and game intervention groups. Clinical evaluation was performed in the first and second counseling in both groups. Marmara University Family Medicine Department Obese Children and Adolescents Interview Form, Physical Activity Evaluation Form, and Three-day Food Record Form were used for this purpose. Strengths and Difficulties Questionnaire-Parent Report Version and Children's Depression Inventory were used for the assessment of psychiatric symptoms. After the clinical evaluation, an education session about healthy eating and physical activity was attended by both groups. After that, for the behavioral groups, parents and children were assigned to different groups, while for the game intervention group, parents were assigned to behavioral sessions and children were assigned to game (Kaledo) sessions. A total of six sessions with 1-h duration and 2-week interval were performed in both groups. Height and weight were measured in each session and analysis was performed on the data of the children who participated in all of the sessions. Although a total of 108 children were clinically evaluated, 52 children and their parents, 26 in the behavioral group and 26 in the game intervention group, participated in two or more sessions. Twenty-four participants, 12 in behavioral and 12 in the game intervention group, finished the study by participating in all of the six sessions. Thus, dropout rate was 74%. BMI and BMI z-scores decreased in both groups compared with the initial measures and these changes were statistically significant. For the behavioral group, these changes were - 1.01 (25.44 to 24.43, p = 0.03) and - 0.17 (2.07 to 1.90, p = 0.000) and for the game group, - 0.74 (26.98 to 26.24, p = 0.007) and - 0.09 (2.07 to 1.98, p = 0.003). There were no significant differences between behavioral and game intervention groups in point of BMI and BMI z-scores (p = 0.130 and p = 0.706). Family-based behavioral group treatment and game (Kaledo) intervention were found to be effective in childhood obesity management in this research. There was no significant difference between the two interventions. According to this study, these intervention models can be advised to primary care physicians to be used in the management of childhood obesity. What is Known: - Family-based behavioral group treatment is known as the most efficient model for childhood obesity management. What is New: - In this study, for the first time, a game (Kaledo) intervention was found to be effective in childhood obesity management. - Compared with family-based behavioral group treatment, there was no significant difference between the two interventions.

  2. Representation of Cultural Role-Play for Training

    NASA Technical Reports Server (NTRS)

    Santarelli, Thomas; Pepe, Aaron; Rosenzweiz, Larry; Paulus, John; Yi, Ahn Na

    2010-01-01

    The Department of Defense (000) has successfully applied a number of methods for cultural familiarization training ranging from stand-up classroom training, to face-to-face live role-play, to so-called smart-cards. Recent interest has turned to the use of single and mUlti-player gaming technologies to augment these traditional methods of cultural familiarization. One such system, termed CulturePad, has been designed as a game-based role-play environment suitable for use in training and experimentation involving cultural roleplay scenarios. This paper describes the initial CulturePad effort focused on a literature review regarding the use of role-play for cultural training and a feasibility assessment of using a game-mediated environment for role-play. A small-scale pilot involving cultural experts was conducted to collect qualitative behavioral data comparing live role-play to game-mediated role-play in a multiplayer gaming engine.

  3. From Scientist to Educator: Oceanography in the Formal and Informal Classroom

    NASA Astrophysics Data System (ADS)

    Richardson, A. H.; Jasnow, M.; Srinivasan, M. S.; Rosmorduc, V.; Blanc, F.

    2002-12-01

    The TOPEX/Poseidon and Jason-1 ocean altimeter missions offer the educator in the middle school or informal education venue a unique opportunity for reinforcing ocean science studies. Two new educational posters from the United States' NASA/Jet Propulsion Laboratory and France's Centre National d'Etudes Spatiales provide teachers and students a tool to examine topics such as the dynamics of ocean circulation, ocean research, and the oceans role in climate. "Voyage on the High Seas; A Jason-1 Oceanic Adventure" is a poster/board game that offers learning opportunities through a non-textbook activity designed to stimulate interest in ocean science in a fun and instructive environment. The object of the game is to be the first to sail your research vessel from the Mediterranean Sea to Seattle, Washington while gaining Discovery Points. The starting point in the Mediterranean is where the mythological adventurers Jason and the Argonauts set out on their epic voyage to find the golden fleece. Discovery and Quiz Cards are used to challenge players to gain knowledge and points by correctly answering questions using clues from the board. Teachers can directly photocopy additional activities from the reverse side of the board game for use in a middle school Earth science curriculum. The game is also a stand-alone poster that is an engaging world map depicting the world's oceans and continents, major ocean currents, and other important geographic features. A second poster has been developed as a joint JPL/CNES effort. "Oceans' Music: Climate's Dance" highlights the ocean/climate link and provides educational activities that can be used directly in the classroom. The eye-catching poster is appropriate for display in both the formal and informal education setting. In both venues it should stimulate conversation about the ocean and provide a point of entry into inquiry-based learning about the connections between ocean circulation and global climate. It also seeks to emphasize the role of the ocean in sustaining life on Earth. Activities on the back of the poster can be used as supplemental material in a middle school Earth science curriculum, and are suitable for individual instruction and for classroom or group exercises. This poster will be published in both English and French. Educational research indicates that an inquiry-based method of student engagement is an appropriate and effective teaching tool. These posters offer a fun and instructive environment to promote student interest in Earth Science in general and particularly in oceanography.

  4. What does playing cards have to do with science? A resource-rich view of African American young men

    NASA Astrophysics Data System (ADS)

    Schademan, Alfred R.

    2011-06-01

    The study examines the resources related to science that African American young men learn and develop by playing a card game called Spades, a common cultural practice in African American communities that dates back to the Civil War Era. The qualitative study examines what the Spades players at a local high school consider when making decisions about what cards to play. A significant finding is that the players use, learn and develop resources such as the ability to make observations, draw inferences, and use empirical data to inform future actions and decisions. Such reasoning bears a resemblance to central practices of science and challenges long held deficit views of African American young men. Implications of the research findings are discussed.

  5. Computerized tabletop games as a form of a video game training for old-old.

    PubMed

    Cujzek, Marina; Vranic, Andrea

    2017-11-01

    This research aimed at investigating the utility of a computerized version of a cognitively stimulating activity as a video game intervention for elderly. The study focused on the effect of a 6-week extensive practice intervention on aspects of cognitive functioning (vigilance, working memory (WM), inhibition, reasoning) of old-old participants (N = 29), randomly assigned to trained or active control group. The difference between groups was in the content of the extended video game practice - cognitively complex card game for trained and computerized version of a simple dice-game of chance for control participants. A pretest, posttest and a 4-month follow-up measurement was conducted. Results revealed improvements in both groups, except for improved reasoning found only in trained participants. These results suggest that: (1) improvements are dependent on the complexity of the program, (2) cognitively stimulating activity are a valid training procedure for old-old, (3) novelty of computer use is an important factor in determining training efficacy.

  6. Rock Games.

    ERIC Educational Resources Information Center

    Topal, Cathy Weisman

    1985-01-01

    Elementary school children are given cards containing specific criteria for doing one or two tasks: sorting or arranging rocks. Sorting tasks involve children in picking out rocks with particular characteristics, such as color or shape. In the arranging tasks children are asked to arrange rocks according to size or value. (RM)

  7. E-Activities.

    ERIC Educational Resources Information Center

    Brewster, Joy

    2001-01-01

    Presents five technology-based activities to teach elementary students about the human body, including: creating a heartbeat graph; charting the benefits of exercise; playing a "sense"ational card game; reading online stories from three children living with various conditions or illnesses; and examining diagrams of the human body that have been…

  8. Logistic Mixed Models to Investigate Implicit and Explicit Belief Tracking.

    PubMed

    Lages, Martin; Scheel, Anne

    2016-01-01

    We investigated the proposition of a two-systems Theory of Mind in adults' belief tracking. A sample of N = 45 participants predicted the choice of one of two opponent players after observing several rounds in an animated card game. Three matches of this card game were played and initial gaze direction on target and subsequent choice predictions were recorded for each belief task and participant. We conducted logistic regressions with mixed effects on the binary data and developed Bayesian logistic mixed models to infer implicit and explicit mentalizing in true belief and false belief tasks. Although logistic regressions with mixed effects predicted the data well a Bayesian logistic mixed model with latent task- and subject-specific parameters gave a better account of the data. As expected explicit choice predictions suggested a clear understanding of true and false beliefs (TB/FB). Surprisingly, however, model parameters for initial gaze direction also indicated belief tracking. We discuss why task-specific parameters for initial gaze directions are different from choice predictions yet reflect second-order perspective taking.

  9. High-performance parallel computing in the classroom using the public goods game as an example

    NASA Astrophysics Data System (ADS)

    Perc, Matjaž

    2017-07-01

    The use of computers in statistical physics is common because the sheer number of equations that describe the behaviour of an entire system particle by particle often makes it impossible to solve them exactly. Monte Carlo methods form a particularly important class of numerical methods for solving problems in statistical physics. Although these methods are simple in principle, their proper use requires a good command of statistical mechanics, as well as considerable computational resources. The aim of this paper is to demonstrate how the usage of widely accessible graphics cards on personal computers can elevate the computing power in Monte Carlo simulations by orders of magnitude, thus allowing live classroom demonstration of phenomena that would otherwise be out of reach. As an example, we use the public goods game on a square lattice where two strategies compete for common resources in a social dilemma situation. We show that the second-order phase transition to an absorbing phase in the system belongs to the directed percolation universality class, and we compare the time needed to arrive at this result by means of the main processor and by means of a suitable graphics card. Parallel computing on graphics processing units has been developed actively during the last decade, to the point where today the learning curve for entry is anything but steep for those familiar with programming. The subject is thus ripe for inclusion in graduate and advanced undergraduate curricula, and we hope that this paper will facilitate this process in the realm of physics education. To that end, we provide a documented source code for an easy reproduction of presented results and for further development of Monte Carlo simulations of similar systems.

  10. A Study of the Effect of HyperCard and Pen-Paper Performance Assessment Methods on Expert-Novice Chemistry Problem Solving.

    ERIC Educational Resources Information Center

    Kumar, David D.; And Others

    1994-01-01

    Investigates HyperCard as a tool for assessment in science education and determines whether or not a HyperCard assessment instrument could differentiate between expert and novice student performance on balancing stoichiometric equations in science education. (ZWH)

  11. Enriching Addition and Subtraction Fact Mastery through Games

    ERIC Educational Resources Information Center

    Bay-Williams, Jennifer M.; Kling, Gina

    2014-01-01

    The learning of "basic facts"--single-digit combinations for addition, subtraction, multiplication, and division--has long been a focus of elementary school mathematics. Many people remember completing endless worksheets, timed tests, and flash card drills as they attempted to "master" their basic facts as children. However,…

  12. Learning Center: Introducing "Sherman" the Sow Bug.

    ERIC Educational Resources Information Center

    Armstrong, Beverly; Moore, Charlotte

    1982-01-01

    Offers suggestions for using sow bugs in the classroom, including maintenance, source (found virtually everywhere in damp soil), background information, bibliography, and bulletin board idea. Includes instructions and materials (clue cards) for a fact-finding and hypothesis-testing game in which students determine what kind of an animal…

  13. Doing the Meiosis Shuffle.

    ERIC Educational Resources Information Center

    Krauskopf, Sara

    1999-01-01

    Presents a game called the Meiosis Shuffle that helps students simulate the process of meiosis in which homologous cards representing chromosomes pair up, line up, and split apart. Students respond well to the simulation and are better able to conceptualize what chromosomes do and how independent assortment causes genetic variation. (CCM)

  14. Poker as a skill game: rational versus irrational behaviors

    NASA Astrophysics Data System (ADS)

    Javarone, Marco Alberto

    2015-03-01

    In many countries poker is one of the most popular card games. Although each variant of poker has its own rules, all involve the use of money to make the challenge meaningful. Nowadays, in the collective consciousness, some variants of poker are referred to as games of skill, others as gambling. A poker table can be viewed as a psychology lab, where human behavior can be observed and quantified. This work provides a preliminary analysis of the role of rationality in poker games, using a stylized version of Texas Hold'em. In particular, we compare the performance of two different kinds of players, i.e. rational versus irrational players, during a poker tournament. Results show that these behaviors (i.e. rationality and irrationality) affect both the outcomes of challenges and the way poker should be classified.

  15. A Combat Gaming Method for Tank Platoon Leader Training: TRAX 1

    DTIC Science & Technology

    1985-09-01

    COVERED A COMBAT GAMING METHOD FOR TANK PLATOON LEADER October 1983-October 1984 TRAINING: TRAX I T PERFORMING ORG. REPORT NUMBER 7. AUTHOR(o) S. CONTRACT ...AirLand Battle. Armor, July-August, 5-6. Furlong, M.D. (1984). Fighting smart at the National Training Center. Armor, May-June, 26-32. Henricksen, K...13. Qross H+9 f57372 *1TP Task p 6-2 &coke drifts oer rute MIK . Cnical 1. 1emain in M)pp-4 Inst/Ctlr denies bypass. Cards Contaminated 2. qest bypass

  16. Digital games in health professions education: Advantages, disadvantages, and game engagement factors.

    PubMed

    Bigdeli, Shoaleh; Kaufman, David

    2017-01-01

    Background: The application of digital educational games in health professions education is on expansion and game-based education usage is increasing. Methods: Diverse databases were searched and the related papers were reviewed. Results: Considering the growing popularity of educational games in medical education, we attempted to classify their benefits, flaws, and engaging factors. Conclusion: Advantages, disadvantages, and engagement factors of educational digital games used for health professions education must be the focus of attention in designing games for health professions discipline.

  17. Digital games in health professions education: Advantages, disadvantages, and game engagement factors

    PubMed Central

    Bigdeli, Shoaleh; Kaufman, David

    2017-01-01

    Background: The application of digital educational games in health professions education is on expansion and game-based education usage is increasing. Methods: Diverse databases were searched and the related papers were reviewed. Results: Considering the growing popularity of educational games in medical education, we attempted to classify their benefits, flaws, and engaging factors. Conclusion: Advantages, disadvantages, and engagement factors of educational digital games used for health professions education must be the focus of attention in designing games for health professions discipline. PMID:29951418

  18. Investigating the illusion of control in mildly depressed and nondepressed individuals during video-poker play.

    PubMed

    Dannewitz, Holly; Weatherly, Jeffrey N

    2007-05-01

    Cognitive fallacies, such as the illusion of control, and psychological disorders, such as depression, may perpetuate gambling and thus contribute to problem gambling (e.g., R. Ladouceur, C. Sylvan, C. Boutin, & C. Doucet, 2002). Gender differences may exist across these variables (e.g., N. M. Petry, 2005). The authors investigated these possibilities by recruiting mildly depressed and nondepressed individuals to play jacks or better, 5-card draw, video poker. Across three poker sessions, participants were given (a) no choice of which cards to play, (b) information on the best cards to play but control over which cards were played, or (c) no information and complete control over which cards were played. The total amount of money gambled increased as control over the game decreased, but this result correlated with an increase in the rate of play. Depressed and nondepressed participants did not differ in how they gambled, but men gambled significantly more and sometimes made more mistakes during play than did women. These results question the role of the illusion of control and depression in perpetuating gambling. They also suggest that providing players information about which cards to play may indirectly promote gambling and provide insight as to why men are more prone to suffer from gambling problems than are women.

  19. Hyperspectral processing in graphical processing units

    NASA Astrophysics Data System (ADS)

    Winter, Michael E.; Winter, Edwin M.

    2011-06-01

    With the advent of the commercial 3D video card in the mid 1990s, we have seen an order of magnitude performance increase with each generation of new video cards. While these cards were designed primarily for visualization and video games, it became apparent after a short while that they could be used for scientific purposes. These Graphical Processing Units (GPUs) are rapidly being incorporated into data processing tasks usually reserved for general purpose computers. It has been found that many image processing problems scale well to modern GPU systems. We have implemented four popular hyperspectral processing algorithms (N-FINDR, linear unmixing, Principal Components, and the RX anomaly detection algorithm). These algorithms show an across the board speedup of at least a factor of 10, with some special cases showing extreme speedups of a hundred times or more.

  20. Slap What? An Interactive Lesson in Nonverbal Communication

    ERIC Educational Resources Information Center

    Haithcox-Dennis, Melissa J.

    2011-01-01

    This article discusses the use of nonverbal communication strategies for fostering social health in middle school students. It outlines a teaching technique designed to help students better understand nonverbal cues and their role in maintaining healthy interpersonal relationships. The technique begins with the card game "Slap What?" where the…

  1. Area Handbook Series: Japan: A Country Study

    DTIC Science & Technology

    1992-01-01

    special decorations, eating noodles on New Year’s Eve to show continuity into the new year, and playing a poetry card game are among the more...transmitted by satellite for instant replay after the government, in 1979, set up the Communications and Broadcasting Satellite Or- ganization. Japan’s first

  2. Mix It Up! Six Ways To Rethink Tired Summer Reading Programs.

    ERIC Educational Resources Information Center

    Barstow, Barbara; Markey, Penny

    1997-01-01

    Presents six ideas to improve public libraries' summer reading programs. Highlights include creating Web sites; marketing directly to parents rather than to schools through direct mail and collaborative promotion; statewide cooperative programs; the use of teen volunteers; scratch-off game cards; and off-site programs. (LRW)

  3. Correcting Poor Posture without Awareness or Willpower

    ERIC Educational Resources Information Center

    Wernik, Uri

    2012-01-01

    In this article, a new technique for correcting poor posture is presented. Rather than intentionally increasing awareness or mobilizing willpower to correct posture, this approach offers a game using randomly drawn cards with easy daily assignments. A case using the technique is presented to emphasize the subjective experience of living with poor…

  4. Measuring Up 2008: The State Report Card on Higher Education. Minnesota [Summary

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2008

    2008-01-01

    The purpose of a state report card is to provide the general public and policymakers with information to assess and improve post secondary education in each state. "Measuring Up 2008" is the fifth in a series of biennial report cards that evaluates states in six overall performance categories: (1) Preparation for post-secondary education…

  5. Measuring Up 2008: The State Report Card on Higher Education. Idaho [Summary

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2008

    2008-01-01

    The purpose of a state report card is to provide the general public and policymakers with information to assess and improve post secondary education in each state. "Measuring Up 2008" is the fifth in a series of biennial report cards that evaluates states in six overall performance categories: (1) Preparation for post-secondary education…

  6. Measuring Up 2008: The State Report Card on Higher Education. New Hampshire

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2008

    2008-01-01

    The purpose of a state report card is to provide the general public and policymakers with information to assess and improve post secondary education in each state. "Measuring Up 2008" is the fifth in a series of biennial report cards that evaluates states in six overall performance categories: (1) Preparation for post-secondary education…

  7. Measuring Up 2008: The State Report Card on Higher Education. New Hampshire [Summary

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2008

    2008-01-01

    The purpose of a state report card is to provide the general public and policymakers with information to assess and improve post secondary education in each state. "Measuring Up 2008" is the fifth in a series of biennial report cards that evaluates states in six overall performance categories: (1) Preparation for post-secondary education…

  8. Measuring Up 2008: The State Report Card on Higher Education. Hawaii [Summary

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, 2008

    2008-01-01

    The purpose of a state report card is to provide the general public and policymakers with information to assess and improve post secondary education in each state. "Measuring Up 2008" is the fifth in a series of biennial report cards that evaluates states in six overall performance categories: (1) Preparation for post-secondary education…

  9. Match statistics related to winning in the group stage of 2014 Brazil FIFA World Cup.

    PubMed

    Liu, Hongyou; Gomez, Miguel-Ángel; Lago-Peñas, Carlos; Sampaio, Jaime

    2015-01-01

    Identifying match statistics that strongly contribute to winning in football matches is a very important step towards a more predictive and prescriptive performance analysis. The current study aimed to determine relationships between 24 match statistics and the match outcome (win, loss and draw) in all games and close games of the group stage of FIFA World Cup (2014, Brazil) by employing the generalised linear model. The cumulative logistic regression was run in the model taking the value of each match statistic as independent variable to predict the logarithm of the odds of winning. Relationships were assessed as effects of a two-standard-deviation increase in the value of each variable on the change in the probability of a team winning a match. Non-clinical magnitude-based inferences were employed and were evaluated by using the smallest worthwhile change. Results showed that for all the games, nine match statistics had clearly positive effects on the probability of winning (Shot, Shot on Target, Shot from Counter Attack, Shot from Inside Area, Ball Possession, Short Pass, Average Pass Streak, Aerial Advantage and Tackle), four had clearly negative effects (Shot Blocked, Cross, Dribble and Red Card), other 12 statistics had either trivial or unclear effects. While for the close games, the effects of Aerial Advantage and Yellow Card turned to trivial and clearly negative, respectively. Information from the tactical modelling can provide a more thorough and objective match understanding to coaches and performance analysts for evaluating post-match performances and for scouting upcoming oppositions.

  10. Word game bingo: a behavioral treatment package for improving textual responding to sight words.

    PubMed Central

    Kirby, K C; Holborn, S W; Bushby, H T

    1981-01-01

    Six third-grade students identified as deficient in reading skills tested the efficacy of word game bingo for acquisition and retention of sight word reading. The design was a modified multiple baseline in which treatment was implemented over 3 of 4 word sets and terminated on earlier sets when commencing treatment on later sets. Four sets of bingo cards were constructed on 7 X 9 cm paper divided into 25 equal-sized boxes. Sight words of each set were randomly placed into 24 of these boxes (the center box was marked "free"). Bingo winners were given tokens which were traded weekly for reinforcing activities. Noticeable improvements occurred for the word sets receiving the game treatment (sets A to C). Mean percentage points of improvement from baseline to treatment were approximately 30%. Terminal levels of correct responding exceeded 90%. Several variations of the game were suggested for future research and word game bingo was advocated as an effective behavioral technique or teachers to train sight word reading. PMID:7298541

  11. The Educator's Guide to HyperCard and HyperTalk. A Longwood Professional Book.

    ERIC Educational Resources Information Center

    Culp, George H.; Watkins, G. Morgan

    This book and three accompanying floppy disks introduce HyperCard 2.1 for the Macintosh microcomputer and its programming component, HyperTalk, to educators. The first four chapters introduce the basics of HyperCard, including its structure, which is based on a hierarchy of units; the use of tools and graphics; and ways of linking information…

  12. Home advantage in Turkish professional soccer.

    PubMed

    Seçkin, Aylin; Pollard, Richard

    2008-08-01

    Home advantage is known to play an important role in the outcome of professional soccer games and to vary considerably worldwide. In the Turkish Super League over the last 12 years, 61.5% of the total points gained have been won by the home team, a figure similar to the worldwide average and to the Premier League in England. It is lower (57.7%) for games played between teams from Istanbul and especially high for games involving teams from cities in the more remote and ethnically distinct parts of Turkey (Van and Diyarbakir). Match performance data show that although home teams in Turkey take 26% more shots at goal than away teams, the success rates for shots do not differ. For fouls and disciplinary cards, home and away teams do not differ significantly in Turkey, a finding that differs from games in England, perhaps due to less referee bias.

  13. Follow Up: Credit Card Caution

    ERIC Educational Resources Information Center

    Cahill, Timothy P.

    2007-01-01

    In "Pushing Plastic," ("The New England Journal of Higher Education", Summer 2007), John Humphrey notes that many college administrators justify their credit card solicitations by suggesting that credit card access will help students learn to manage their own finances. Instead, credit card debt will teach thousands of students…

  14. Supporting Educational Games in Higher Education: The Creation and Implementation of Custom Game Engine for a University

    ERIC Educational Resources Information Center

    Choi, Gi Woong; Pursel, Barton K.; Stubbs, Chris

    2017-01-01

    Interest towards implementing educational gaming into courses within higher education continues to increase, but it requires extensive amounts of resources to create individual games for each course. This paper is a description of a university's effort to create a custom educational game engine to streamline the game development process within the…

  15. The Educational Efficacy of Distinct Information Delivery Systems in Modified Video Games

    ERIC Educational Resources Information Center

    Moshirnia, Andrew; Israel, Maya

    2010-01-01

    Despite the increasing popularity of many commercial video games, this popularity is not shared by educational video games. Modified video games, however, can bridge the gap in quality between commercial and education video games by embedding educational content into popular commercial video games. This study examined how different information…

  16. Ethics pocket cards: an educational tool for busy clinicians.

    PubMed

    Volpe, Rebecca L; Levi, Benjamin H; Blackhall, George F; Green, Michael J

    2014-01-01

    The adage "an ounce of prevention is worth a pound of cure" is widely used in healthcare settings and can be applied to the work of institutional clinical ethics committees. The model of clinical ethics consultation, however, is inherently reactive: a crisis or question emerges, and ethics experts are called to help. In an effort to employ a proactive component to the model of clinical ethics consultation (as well as to standardize our educational interventions), we developed ethics pocket cards. The purpose of this article is to: (1) describe the rationale for using ethics pocket cards, (2) provide examples of our cards, and (3) begin a dialogue about the potential uses of ethics pocket cards. In doing so, we hope to explore how such portable, economical devices can advance the goals of ethics consultation as well as the educational aims of ethics committees. Copyright 2014 The Journal of Clinical Ethics. All rights reserved.

  17. Classroom Use of Videogames.

    ERIC Educational Resources Information Center

    Silvern, Steven B.

    1986-01-01

    Video games may allow educators to reach children who have never before been incorporated into an educational experience within the confines of school. A distinction is made between types of arcade style games and educational games in Piagetian terms: practice games, symbolic games, games with rules, and games of construction. (LMO)

  18. Microbial Evolution Is in the Cards: Horizontal Gene Transfer in the Classroom

    ERIC Educational Resources Information Center

    Kagle, Jeanne; Hay, Anthony G.

    2007-01-01

    Horizontal gene transfer, the exchange of genetic material between bacteria, is a potentially important factor in the degradation of synthetic compounds introduced to the environment and in the acquisition of other characteristics including antibiotic resistance. This game-based activity illustrates the role of horizontal gene transfer in the…

  19. Language Simulations: The Blending Space for Writing and Critical Thinking

    ERIC Educational Resources Information Center

    Kovalik, Doina L.; Kovalik, Ludovic M.

    2007-01-01

    This article describes a language simulation involving six distinct phases: an in-class quick response, a card game, individual research, a classroom debate, a debriefing session, and an argumentative essay. An analysis of student artifacts--quick-response writings and final essays, respectively, both addressing the definition of liberty in a…

  20. Card Game Activities Using Grammar-Based Dialogues.

    ERIC Educational Resources Information Center

    Willoughby, Sharon Elinor

    A practicum project to develop instructional materials and related class activities for students of English as a second language (ESL) is described. The context in which the project took place is the ESL instruction of Japanese students with minimal English skills and low motivation in an American community college in Japan. The materials consist…

  1. Embedding Science Facts in Leisure Skill Instruction Conducted by Peer Tutors

    ERIC Educational Resources Information Center

    Fetko, Erin E.; Collins, Belva C.; Hager, Karen D.; Spriggs, Amy D.

    2013-01-01

    This investigation evaluated the effectiveness of using peer tutors to teach a chained leisure skill (i.e., UNO card game) to three middle school students with disabilities using a simultaneous prompting procedure within a multiple probe design. The investigation also assessed whether the students with disabilities would acquire four unrelated…

  2. Designing the Perfect Plant: Activities to Investigate Plant Ecology

    ERIC Educational Resources Information Center

    Lehnhoff, Erik; Woolbaugh, Walt; Rew, Lisa

    2008-01-01

    Plant ecology is an important subject that often receives little attention in middle school, as more time during science classes is devoted to plant biology. Therefore, the authors have developed a series of activities, including a card game--Designing the Perfect Plant--to introduce student's to plant ecology and the ecological trade offs…

  3. Anglo-American Cataloging Rules. Chapter Twelve, Revised. Audiovisual Media and Special Instructional Materials.

    ERIC Educational Resources Information Center

    American Library Association, Chicago, IL.

    Chapter 12 of the Anglo-American Cataloging Rules has been revised to provide rules for works in the principal audiovisual media (motion pictures, filmstrips, videorecordings, slides, and transparencies) as well as instructional aids (charts, dioramas, flash cards, games, kits, microscope slides, models, and realia). The rules for main and added…

  4. The self-attribution bias and paranormal beliefs.

    PubMed

    van Elk, Michiel

    2017-03-01

    The present study investigated the relation between paranormal beliefs, illusory control and the self-attribution bias, i.e., the motivated tendency to attribute positive outcomes to oneself while negative outcomes are externalized. Visitors of a psychic fair played a card guessing game and indicated their perceived control over randomly selected cards as a function of the congruency and valence of the card. A stronger self-attribution bias was observed for paranormal believers compared to skeptics and this bias was specifically related to traditional religious beliefs and belief in superstition. No relation between paranormal beliefs and illusory control was found. Self-report measures indicated that paranormal beliefs were associated to being raised in a spiritual family and to anomalous experiences during childhood. Thereby this study suggests that paranormal beliefs are related to specific cognitive biases that in turn are shaped by socio-cultural factors. Copyright © 2017 Elsevier Inc. All rights reserved.

  5. Logistic Mixed Models to Investigate Implicit and Explicit Belief Tracking

    PubMed Central

    Lages, Martin; Scheel, Anne

    2016-01-01

    We investigated the proposition of a two-systems Theory of Mind in adults’ belief tracking. A sample of N = 45 participants predicted the choice of one of two opponent players after observing several rounds in an animated card game. Three matches of this card game were played and initial gaze direction on target and subsequent choice predictions were recorded for each belief task and participant. We conducted logistic regressions with mixed effects on the binary data and developed Bayesian logistic mixed models to infer implicit and explicit mentalizing in true belief and false belief tasks. Although logistic regressions with mixed effects predicted the data well a Bayesian logistic mixed model with latent task- and subject-specific parameters gave a better account of the data. As expected explicit choice predictions suggested a clear understanding of true and false beliefs (TB/FB). Surprisingly, however, model parameters for initial gaze direction also indicated belief tracking. We discuss why task-specific parameters for initial gaze directions are different from choice predictions yet reflect second-order perspective taking. PMID:27853440

  6. Designing an Electronic Educational Game to Facilitate Immersion and Flow

    ERIC Educational Resources Information Center

    Ma, Yuxin; Williams, Doug; Prejean, Louise

    2014-01-01

    Advocates of electronic educational games often cite the work on motivation to support the use of games in education. However, motivation alone is inadequate to facilitate learning. Many of the educational games that focused their game design solely on the motivational effect failed to be either educational or entertaining. Theory and research is…

  7. Emerging Technology for School Security

    ERIC Educational Resources Information Center

    Doss, Kevin T.

    2012-01-01

    Locks and keys ring up huge costs for education institutions. No wonder many facility directors and public-safety directors have turned to automated access-control systems with magnetic-stripe cards, proximity cards and, most recently, smart cards. Smart cards can provide a host of on- and off-campus services beyond security. In addition to…

  8. Are Serious Games a Good Strategy for Pharmacy Education?

    PubMed

    Cain, Jeff; Piascik, Peggy

    2015-05-25

    Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education.

  9. Alabama Education Report Card for the 2014-2015 School Year

    ERIC Educational Resources Information Center

    Alabama State Department of Education, 2016

    2016-01-01

    This 2014-2015 "Alabama Education Report Card" includes a wide variety of data and financial information that, when taken together, provides a holistic picture of the world of K-12 education in the state of Alabama and is committed to academic excellence which provides education of the highest quality to all Alabama students, preparing…

  10. Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming

    ERIC Educational Resources Information Center

    Torrente, Javier; Moreno-Ger, Pablo; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2009-01-01

    Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the educational potential of games has been thoroughly discussed in the literature, the integration of the games into educational processes and how to efficiently deliver the games to the students are still open questions. This paper…

  11. West Virginia Higher Education Report Card, 1998.

    ERIC Educational Resources Information Center

    West Virginia State Coll. and University Systems, Charleston.

    This report card provides information to parents, students, faculty, staff, state policymakers, and the general public as to the quality and performance of public higher education in West Virginia. The report responds to six statutory goals that emerged from the Higher Education Advocacy Team meetings in 1992: (1) better preparing students to…

  12. Community Game Day: Using an End-of-Life Conversation Game to Encourage Advance Care Planning.

    PubMed

    Van Scoy, Lauren J; Reading, Jean M; Hopkins, Margaret; Smith, Brandi; Dillon, Judy; Green, Michael J; Levi, Benjamin H

    2017-11-01

    Advance care planning (ACP) is an important process that involves discussing and documenting one's values and preferences for medical care, particularly end-of-life treatments. This convergent, mixed-methods study assessed whether an end-of-life conversation card game is an acceptable and effective means for performing ACP for patients with chronic illness and/or their caregivers when deployed in a community setting. Twenty-two games (n = 93 participants) were held in community settings surrounding Hershey, PA in 2016. Participants were recruited using random sampling from patient databases and also convenience sampling (i.e., flyers). Quantitative questionnaires and qualitative focus group interviews were administered to assess the game experience and subsequent performance of ACP behaviors. Both quantitative and qualitative data found that Community Game Day was a well-received, positive experience for participants and 75% of participants performed ACP within three months post-intervention. These findings suggest that using a conversation game during community outreach is a useful approach for engaging patients and caregivers in ACP. The convergence of quantitative and qualitative data strongly supports the continued investigation of the game in randomized controlled trials. Copyright © 2017 American Academy of Hospice and Palliative Medicine. Published by Elsevier Inc. All rights reserved.

  13. Are Serious Games a Good Strategy for Pharmacy Education?

    PubMed Central

    Cain, Jeff

    2015-01-01

    Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education. PMID:26089556

  14. Leveraging the Social Aspect of Educational Games

    ERIC Educational Resources Information Center

    Jiménez, Osvaldo

    2015-01-01

    With games captivating the minds of many children in the United States, educators may be interested in trying to introduce games into their classrooms. This article offers educators insights into how to understand and incorporate games that are inherently social, promoting effective discourse in their classrooms. Although educational games and…

  15. War of the Credit Cards.

    ERIC Educational Resources Information Center

    Nicklin, Julie L.

    1993-01-01

    Increasingly, colleges are offering affinity credit cards with attractive incentives as a marketing tool. Some in academe feel the trend may compromise educational objectives. Institutions may also face taxation on unrelated-business income generated through the cards. (MSE)

  16. Ubiquitous Games for Learning (UbiqGames): Weatherlings, a Worked Example

    ERIC Educational Resources Information Center

    Klopfer, E.; Sheldon, J.; Perry, J.; Chen, V. H. -H.

    2012-01-01

    This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In…

  17. An Alternative Medium of Social Education--The "Horrors of War" Picture Cards.

    ERIC Educational Resources Information Center

    Nelson, Murry R.

    1997-01-01

    Explores the production, distribution, and content of the, "Horrors of War," a series of trading cards produced between 1938 and 1942. Created by a Baptist advertising executive the cards used graphic images to communicate an antiwar message to young adolescents. Discusses possible learning activities used in conjunction with the cards.…

  18. HyperCard for Educators. An Introduction.

    ERIC Educational Resources Information Center

    Bull, Glen L.; Harris, Judi

    This guide is designed to provide a quick introduction to the basic elements of HyperCard for teachers who are familiar with other computer applications but may not have worked with hypermedia applications; previous familiarity with HyperCard or with Macintosh computers is not necessary. It is noted that HyperCard is a software construction…

  19. Taking Educational Games Seriously: Using the RETAIN Model to Design Endogenous Fantasy into Standalone Educational Games

    ERIC Educational Resources Information Center

    Gunter, Glenda A.; Kenny, Robert F.; Vick, Erik H.

    2008-01-01

    We are witnessing a mad rush to pour educational content into games in an ad hoc manner in hopes that player/learners are motivated simply because the content is housed inside a game. A failure to base educational game design on well-established learning and instructional theories increases the risk of the game failing to meet its intended…

  20. Discovering the Unequal Interest in Popular Online Educational Games and Its Implications: A Case Study

    ERIC Educational Resources Information Center

    Zhang, Meilan

    2016-01-01

    Despite the growing scholarly interest in educational computer games, research on popular online educational games is rare. Little is known about which online educational games are popular and to what extent, what kind of users are more interested in these games and how interest in the games is related to academic performance. To fill this gap,…

  1. The influence of action video game playing on eye movement behaviour during visual search in abstract, in-game and natural scenes.

    PubMed

    Azizi, Elham; Abel, Larry A; Stainer, Matthew J

    2017-02-01

    Action game playing has been associated with several improvements in visual attention tasks. However, it is not clear how such changes might influence the way we overtly select information from our visual world (i.e. eye movements). We examined whether action-video-game training changed eye movement behaviour in a series of visual search tasks including conjunctive search (relatively abstracted from natural behaviour), game-related search, and more naturalistic scene search. Forty nongamers were trained in either an action first-person shooter game or a card game (control) for 10 hours. As a further control, we recorded eye movements of 20 experienced action gamers on the same tasks. The results did not show any change in duration of fixations or saccade amplitude either from before to after the training or between all nongamers (pretraining) and experienced action gamers. However, we observed a change in search strategy, reflected by a reduction in the vertical distribution of fixations for the game-related search task in the action-game-trained group. This might suggest learning the likely distribution of targets. In other words, game training only skilled participants to search game images for targets important to the game, with no indication of transfer to the more natural scene search. Taken together, these results suggest no modification in overt allocation of attention. Either the skills that can be trained with action gaming are not powerful enough to influence information selection through eye movements, or action-game-learned skills are not used when deciding where to move the eyes.

  2. Rangeland Rummy - a board game to support adaptive management of rangeland-based livestock systems.

    PubMed

    Farrié, B; Jouven, M; Launay, F; Moreau, J-C; Moulin, C-H; Piquet, M; Taverne, M; Tchakérian, E; Thénard, V; Martin, G

    2015-01-01

    Rangeland-based livestock systems have to deal with the significant instability and uncertainty of the agricultural context (policy changes, volatility of input prices, etc.), and especially of the climatic context. Thus, they are particularly concerned by adaptive management strategies. To support the development of such strategies, we developed a board game including a computer model called "Rangeland Rummy". It is to be used by groups of farmers and agricultural consultants in the context of short workshops (about 3 h). Rangeland Rummy builds upon five types of material object: (i) a game board; (ii) a calendar stick indicating the starting date of the game board; (iii) sticks marked with the feed resources available for combinations of vegetation types and their management practices; (iv) cards to define animal groups and their feeding requirements throughout the year; (v) cards related to types of feed that can be attributed to animal groups throughout the year. Using these material objects, farmers collectively design a rangeland-based livestock system. This system is immediately evaluated using a computer model, i.e. a spreadsheet providing graphs and indicators providing information on, among other things, the extent to which quantitative and qualitative animal feeding requirements are covered across the year. Playing the game thus consists in collectively and iteratively designing and evaluating rangeland-based livestock systems, while confronting the players with new contextual challenges (e.g. interannual variability of weather, volatility of input prices) or new farmers' objectives (e.g. being self-sufficient for animal feeding). An example of application of Rangeland Rummy with 3 farmers in southern France is reported. Applications show that it tends to develop farmers' adaptive capacity by stimulating their discussions and the exchange of locally-relevant knowledge on management strategies and practices in rangeland-based livestock systems. Copyright © 2014 Elsevier Ltd. All rights reserved.

  3. Technical and physical analysis of the 2014 FIFA World Cup Brazil: winners vs. losers.

    PubMed

    Rumpf, Michael C; Silva, Joao R; Hertzog, Maxime; Farooq, Abdulaziz; Nassis, George

    2017-10-01

    The purpose of the present study was to investigate the technical and physical performance parameters that distinguish between teams winning and losing matches in the 2014 FIFA World Cup Brazil. Data were derived from the FIFA website and from live-statistics provided during each game of the world cup. Twelve physical (such as total distance covered in meters (TD), TD in distinct locomotor categories: low-intensity running (LIR; <11 km/h), moderate-intensity running (MIR; 11 to 14 km/h) and high-intensity-running (HIR; >14 km/h)) and 21 technical parameters (total passes, short-, medium- and long-distance passes, total pass completion rate, dangerous attacks, attacking attempts, delivery in penalty area, ball possession, goals, goals from set-pieces, goals per shot on goal, defending saves, shots, shots on goal, shot accuracy, set-pieces, crosses, corners, clearances, yellow cards) were analyzed. Forty-two games in which a winner and consequently a loser were presented after 90 minutes of game time were investigated with independent t-tests. A binary-logistic regression was utilized to investigate whether the significant variables predicted success of the winning teams. The winning teams scored significantly (P<0.05) greater amount of goals, goals per set-pieces, goals per shots on goals, shots on goal and shot accuracy and received significantly lower yellow cards. The binary-logistic regression utilized showed that shot accuracy was the best predictor for success. The physical parameters did not differ between teams winning and losing a match. Technical performance related to goal scoring parameters play a decisive role in World Cup games. Furthermore, scoring efficacy from open-play as well as from set-pieces are crucial to win matches in a World Cup tournament. At this level, physical performance was not the factor to discriminate between winners and losers.

  4. Use of educational games in the health professions: a mixed-methods study of educators' perspectives in the UK.

    PubMed

    Blakely, Gillian; Skirton, Heather; Cooper, Simon; Allum, Peter; Nelmes, Pam

    2010-03-01

    Educational games have been shown to be effective in supporting learning, especially to reinforce knowledge, and students are generally positive about the use of games. The aim of this mixed-methods study that was conducted in the UK was to explore educators' views towards the use of educational games in the health sciences. The data were collected via semistructured interviews with 13 health educators and an online survey that was completed by 97 health educators. Three factors influence the use of classroom games: reflective practice, the impact of games on students, and the impact of logistical factors. Educators assess their own performance and the impact of the games on students when planning their use; however, large classes and the need for preparation time have a negative impact on educators' willingness to use games. Similar constraints might restrict the use of active learning strategies, such as simulation, that are crucial for enabling health professionals to develop competence. These issues require consideration when planning educational methods.

  5. An educational video game for nutrition of young people: Theory and design

    PubMed Central

    Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom

    2016-01-01

    Background Playing Escape from DIAB (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10–12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95–100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. Aim This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. Method The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Results Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Conclusions Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes. PMID:27547019

  6. An educational video game for nutrition of young people: Theory and design.

    PubMed

    Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom

    2016-08-01

    Playing Escape from DIAB (DIAB) and Nanoswarm (NANO) , epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes.

  7. Educational games for brain health: revealing their unexplored potential through a neurocognitive approach.

    PubMed

    Fissler, Patrick; Kolassa, Iris-Tatjana; Schrader, Claudia

    2015-01-01

    Educational games link the motivational nature of games with learning of knowledge and skills. Here, we go beyond effects on these learning outcomes. We review two lines of evidence which indicate the currently unexplored potential of educational games to promote brain health: First, gaming with specific neurocognitive demands (e.g., executive control), and second, educational learning experiences (e.g., studying foreign languages) improve brain health markers. These markers include cognitive ability, brain function, and brain structure. As educational games allow the combination of specific neurocognitive demands with educational learning experiences, they seem to be optimally suited for promoting brain health. We propose a neurocognitive approach to reveal this unexplored potential of educational games in future research.

  8. Educational games for brain health: revealing their unexplored potential through a neurocognitive approach

    PubMed Central

    Fissler, Patrick; Kolassa, Iris-Tatjana; Schrader, Claudia

    2015-01-01

    Educational games link the motivational nature of games with learning of knowledge and skills. Here, we go beyond effects on these learning outcomes. We review two lines of evidence which indicate the currently unexplored potential of educational games to promote brain health: First, gaming with specific neurocognitive demands (e.g., executive control), and second, educational learning experiences (e.g., studying foreign languages) improve brain health markers. These markers include cognitive ability, brain function, and brain structure. As educational games allow the combination of specific neurocognitive demands with educational learning experiences, they seem to be optimally suited for promoting brain health. We propose a neurocognitive approach to reveal this unexplored potential of educational games in future research. PMID:26257697

  9. Every Student Succeeds Act State and Local Report Cards: Non-Regulatory Guidance

    ERIC Educational Resources Information Center

    US Department of Education, 2017

    2017-01-01

    The Elementary and Secondary Education Act of 1965 (ESEA), as amended by the Every Student Succeeds Act (ESSA), and implementing regulations maintain requirements for State educational agencies (SEAs), local educational agencies (LEAs) to prepare and disseminate report cards that provide information on State, LEA, and school performance and…

  10. Making Sense of Game-Based User Data: Learning Analytics in Applied Games

    ERIC Educational Resources Information Center

    Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich

    2015-01-01

    Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…

  11. Using Tutors to Improve Educational Games: A Cognitive Game for Policy Argument

    ERIC Educational Resources Information Center

    Easterday, Matthew W.; Aleven, Vincent; Scheines, Richard; Carver, Sharon M.

    2017-01-01

    How might we balance assistance and penalties to intelligent tutors and educational games that increase learning and interest? We created two versions of an educational game for learning policy argumentation called Policy World. The game (only) version provided minimal feedback and penalized students for errors whereas the game+tutor version…

  12. Computer Game Theories for Designing Motivating Educational Software: A Survey Study

    ERIC Educational Resources Information Center

    Ang, Chee Siang; Rao, G. S. V. Radha Krishna

    2008-01-01

    The purpose of this study is to evaluate computer game theories for educational software. We propose a framework for designing engaging educational games based on contemporary game studies which includes ludology and narratology. Ludology focuses on the study of computer games as play and game activities, while narratology revolves around the…

  13. Usage of cornea and sclera back reflected images captured in security cameras for forensic and card games applications

    NASA Astrophysics Data System (ADS)

    Zalevsky, Zeev; Ilovitsh, Asaf; Beiderman, Yevgeny

    2013-10-01

    We present an approach allowing seeing objects that are hidden and that are not positioned in direct line of sight with security inspection cameras. The approach is based on inspecting the back reflections obtained from the cornea and the sclera of the eyes of people attending the inspected scene and which are positioned in front of the hidden objects we aim to image after performing proper calibration with point light source (e.g. a LED). The scene can be a forensic scene or for instance a casino in which the application is to see the cards of poker players seating in front of you.

  14. Support for and aspects of use of educational games in family medicine and internal medicine residency programs in the US: a survey.

    PubMed

    Akl, Elie A; Gunukula, Sameer; Mustafa, Reem; Wilson, Mark C; Symons, Andrew; Moheet, Amir; Schünemann, Holger J

    2010-03-25

    The evidence supporting the effectiveness of educational games in graduate medical education is limited. Anecdotal reports suggest their popularity in that setting. The objective of this study was to explore the support for and the different aspects of use of educational games in family medicine and internal medicine residency programs in the United States. We conducted a survey of family medicine and internal medicine residency program directors in the United States. The questionnaire asked the program directors whether they supported the use of educational games, their actual use of games, and the type of games being used and the purpose of that use. Of 434 responding program directors (52% response rate), 92% were in support of the use of games as an educational strategy, and 80% reported already using them in their programs. Jeopardy like games were the most frequently used games (78%). The use of games was equally popular in family medicine and internal medicine residency programs and popularity was inversely associated with more than 75% of residents in the program being International Medical Graduates. The percentage of program directors who reported using educational games as teaching tools, review tools, and evaluation tools were 62%, 47%, and 4% respectively. Given a widespread use of educational games in the training of medical residents, in spite of limited evidence for efficacy, further evaluation of the best approaches to education games should be explored.

  15. Serious Gaming in Medical Education: A Proposed Structured Framework for Game Development.

    PubMed

    Olszewski, Aleksandra E; Wolbrink, Traci A

    2017-08-01

    Serious games are increasingly being used for medical education. However, the design and development of serious games for the education of health professionals is highly variable, and very few articles report the development process used for game development. There are many established processes for software development that can improve and streamline development, and incorporating the best practices from educational pedagogy and software development may enhance teamwork and communication, decrease development costs, and improve the quality of serious games. In this article, we review and summarize the literature for serious game development for medical education, and combining the best practices, we propose a structured three-phase iterative development framework for serious game development.

  16. Oregon School and District Report Card Policy and Technical Manual

    ERIC Educational Resources Information Center

    Oregon Department of Education, 2012

    2012-01-01

    The school and district report cards were created by the 1999 Oregon Legislature. The legislation requires that the Oregon Department of Education (ODE) produce and issue a report card to all public schools and districts in the state. The report cards are designed to: (1) Communicate the many good things occurring in Oregon's public schools; (2)…

  17. Design and Use of Task Cards in the Reciprocal Style of Teaching

    ERIC Educational Resources Information Center

    Iserbyt, Peter; Byra, Mark

    2013-01-01

    Task cards are instructional tools that combine a picture of a skill with written instructions about how to perform the skill. This article provides practical guidelines for developing research-based task cards for use in physical education classes. Fitness-related motor skills are used as examples to clarify design principles for task cards. The…

  18. A Narrative Metaphor to Facilitate Educational Game Authoring

    ERIC Educational Resources Information Center

    Marchiori, Eugenio J.; Torrente, Javier; del Blanco, Angel; Moreno-Ger, Pablo; Sancho, Pilar; Fernandez-Manjon, Baltasar

    2012-01-01

    In this paper we present WEEV (Writing Environment for Educational Video games), a methodology for educational "point-and-click" adventure game authoring. Our approach aims to allow educators to actively collaborate in the educational game development process, using a narrative-based representation. WEEV is based on a pragmatic reinterpretation of…

  19. Collaborative learning model inquiring based on digital game

    NASA Astrophysics Data System (ADS)

    Yuan, Jiugen; Xing, Ruonan

    2012-04-01

    With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.

  20. THE CIDOC CRM GAME: A Serious Game Approach to Ontology Learning

    NASA Astrophysics Data System (ADS)

    Guillem, A.; Bruseker, G.

    2017-08-01

    Formal ontologies such as CIDOC CRM (Conceptual Reference Model) form part of the central strategy for the medium and longterm integration of cultural heritage data to allow for its greater valorization and dissemination. Despite this, uptake of CIDOC CRM at the ground level of Cultural Heriage (CH) practice is limited. Part of the reason behind this lack of uptake lies in the fact that ontologies are considered too complicated and abstract for application in real life scenarios. This paper presents the rationale behind and the design of a CIDOC CRM game, the intent of which is to provide a learning mechanism to allow learners of wide backgrounds and interests to approach CIDOC CRM in a hands-on and interactive fashion. The CIDOC CRM game consist of decks of cards and game boards that allow players to engage with the concepts of a formal ontology in relation to real data in an entertaining and informative way. It is argued that the CIDOC CRM Game can form an important part of introducing the basic elements of formal ontology and this standard to a wider audience in order to aid wider understanding and adoption of the same.

  1. [Technique-based game for daycare visitors with and without dementia : Effects, heuristics and correlates].

    PubMed

    Ehret, S; Putze, F; Miller-Teynor, H; Kruse, A; Schultz, T

    2017-01-01

    Playing of old people with or without dementia have not yet been substantially investigated. This study deals with the acceptance and impact of a tablet-based memory game, which was played on a weekly or semiweekly basis by visitors in two daycare units. Within the framework of focus groups the technical system was adapted for elderly users. The video-assisted data at the level of the game and the dynamics were investigated with respect to interaction and communication. The analysis of psychological observation forms and game protocols, which were conducted over a period of 3 months, indicated different effects of the game on psychosocial and cognitive activation. The individual memory cards in particular served as an intensification of communication and a stimulation of episodic memory. Finally, with video analysis during the whole game setting three theoretical relationship patterns of the spheres playing and speech could be depicted. Coherence, separation and incoherence of playing and speech are different forms of interaction in which individual and collaborative competences of people with and without dementia can be visualized. Furthermore, the study provides evidence for the cultural theory of playing by Huizinga.

  2. An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games

    ERIC Educational Resources Information Center

    Baron, Tyler

    2017-01-01

    Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the…

  3. STS-135 Launch Day

    NASA Image and Video Library

    2011-07-07

    NASA Chief, Astronaut Office, Johnson Space Center Peggy Whitson deals cards during a traditional game that is played at the NASA Kennedy Space Center Operations and Checkout Building with the shuttle crew prior to them leaving for the launch pad, on Friday, July 8, 2011 in Cape Canaveral, Fla. The point of the game is that the commander must use up all his or her bad luck before launch, so the crew can only leave for the pad after the commander loses. The launch of Atlantis, STS-135, is the final flight of the shuttle program, a 12-day mission to the International Space Station. Photo Credit: (NASA/Jerry Ross)

  4. Gaming the System: Developing an Educational Game for Securing Principles of Arterial Blood Gases.

    PubMed

    Boyd, Cory Ann; Warren, Jonah; Glendon, Mary Ann

    2016-01-01

    This article describes the development process for creating a digital educational mini game prototype designed to provide practice opportunities for learning fundamental principles of arterial blood gases. Mini games generally take less than an hour to play and focus on specific subject matter. An interdisciplinary team of faculty from two universities mentored student game developers to design a digital educational mini game prototype. Sixteen accelerated bachelor of science in nursing students collaborated with game development students and playtested the game prototype during the last semester of their senior year in nursing school. Playtesting is a form of feedback that supports an iterative design process that is critical to game development. A 10-question survey was coupled with group discussions addressing five broad themes of an archetypical digital educational mini game to yield feedback on game design, play, and content. Four rounds of playtesting and incorporating feedback supported the iterative process. Accelerated bachelor of science in nursing student playtester feedback suggests that the digital educational mini game prototype has potential for offering an engaging, playful game experience that will support securing the fundamental principles of arterial blood gases. Next steps are to test the digital educational mini game for teaching and learning effectiveness. Copyright © 2016 Elsevier Inc. All rights reserved.

  5. Engaging informal audiences in learning about and responding to climate change through a portfolio of innovative approaches

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Brunacini, J.; Orlove, B. S.; Bachrach, E.; Hamilton, L.

    2017-12-01

    Informal learners have many different backgrounds, experiences, and perspectives. How can informal educators effectively reach such diverse audiences, meeting people where they are with regard to climate change? The Polar Learning and Responding: PoLAR Climate Change Education Partnership, supported by NSF, employs surveys, resource development, and research to develop innovative, evidence-based approaches that engage lifelong learners. General-public surveys on climate change yield insights on the knowledge and perceptions that informal learners bring to the table. That helps guide the creation of new tools for effective communication. For example, many people are unsure what causes sea level to rise. The Polar Explorer: Sea Level app uses a data and question-based approach guiding people through interactive maps to learn about melting land ice. In addition, people also tend to believe that climate impacts will happen in the future. Polar Voices podcasts feature Arctic Indigenous communities sharing first-hand experiences with climate change. Prior knowledge can be harnessed to enhance learning. Arctic SMARTIC engages people in role-playing negotiations with others to create a marine management plan. Climate game jams provide collaborative, creative spaces where participants learn as they interact with others. In each case participants, with all their knowledge and experience, are brought into group problem-solving. Understanding whom people trust for climate-change information offers insights that help them become climate communicators. Even those who are concerned about climate often do not discuss it with family and friends (Maibach et al. 2016), yet our research shows that family and friends are second only to scientists as trusted sources of climate information (Hamilton 2016). Fun and novel educational tools such as the EcoChains card game and the EcoKoin social networking app serve as conversation starters.

  6. Why is happy-sad more difficult? Focal emotional information impairs inhibitory control in children and adults.

    PubMed

    Kramer, Hannah J; Lagattuta, Kristin Hansen; Sayfan, Liat

    2015-02-01

    This study compared the relative difficulty of the happy-sad inhibitory control task (say "happy" for the sad face and "sad" for the happy face) against other card tasks that varied by the presence and type (focal vs. peripheral; negative vs. positive) of emotional information in a sample of 4- to 11-year-olds and adults (N = 264). Participants also completed parallel "name games" (direct labeling). All age groups made more errors and took longer to respond to happy-sad compared to other versions, and the relative difficulty of happy-sad increased with age. The happy-sad name game even posed a greater challenge than some opposite games. These data provide insight into the impact of emotions on cognitive processing across a wide age range. PsycINFO Database Record (c) 2015 APA, all rights reserved.

  7. Generalization of Tactics in Tag Rugby from Practice to Games in Middle School Physical Education

    ERIC Educational Resources Information Center

    Lee, Myung-Ah; Ward, Phillip

    2009-01-01

    Background: Many of the issues relating to game performance of students found in the physical education literature can be considered a failure of generalization from practices to games, and from games to games. However, no study in secondary physical education has examined generalization effects as a result of effective game pedagogy in the…

  8. A rapid review of serious games: From healthcare education to dental education.

    PubMed

    Sipiyaruk, K; Gallagher, J E; Hatzipanagos, S; Reynolds, P A

    2018-03-24

    Games involving technology have the potential to enhance hand-eye coordination and decision-making skills. As a result, game characteristics have been applied to education and training, where they are known as serious games. There is an increase in the volume of literature on serious games in healthcare education; however, evidence on their impact is still ambiguous. The aims of this study were (i) to identify high-quality evidence (systematic reviews or meta-analyses) regarding impacts of serious games on healthcare education; and (ii) to explore evidence regarding impacts of serious games in dental education. A rapid review of the literature was undertaken to synthesise available evidence and examine serious games in healthcare education (Stage 1) and dental education (Stage 2). Nine systematic reviews were included in Stage 1, four of which were of high, three of moderate and two of low quality. For Stage 2, two randomised control trials with moderate quality were included. The findings demonstrated that serious games are potentially effective learning tools in terms of knowledge and skills improvement, although outcomes of serious games over traditional learning approaches were not consistent. In addition, serious games appeared to be more engaging and satisfying for students, which could be considered as the most important positive impact. Serious games provide an option for healthcare and dental education but remain underutilised and researched. At best, they offer a similar experience to other methods in relation to educational outcome; however, they can provide a supplementary strategy to engage students and improve learner satisfaction. © 2018 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  9. Color Coded Cards for Student Behavior Management in Higher Education Environments

    ERIC Educational Resources Information Center

    Alhalabi, Wadee; Alhalabi, Mobeen

    2017-01-01

    The Color Coded Cards system as a possibly effective class management tool is the focus of this research. The Color Coded Cards system involves each student being given a card with a specific color based on his or her behavior. The main objective of the research is to find out whether this system effectively improves students' behavior, thus…

  10. Defining and Leveraging Game Qualities for Serious Games

    NASA Technical Reports Server (NTRS)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  11. Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology.

    PubMed

    Paim, Crislaine Pires Padilha; Goldmeier, Silvia

    2017-01-10

    Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to critical thinking in nursing practice because it is a complex environment. To describe the process of developing an educational game to set up surgical instruments on the Mayo stand or back table as a resource to assist the instructor in surgical instrumentation training for students and nursing health professionals in continued education. The study was characterized by applied research in production technology. It included the phases of analysis and design, development, and evaluation. The objectives of the educational game were developed through Bloom's taxonomy. Parallel to the physical development of the educational game, a proposed model for the use of digital elements in educational game activities was applied to develop the game content. The development of the game called "Playing with Tweezers" was carried out in 3 phases and was evaluated by 15 participants, comprising students and professional experts in various areas of knowledge such as nursing, information technology, and education. An environment was created with an initial screen, menu buttons containing the rules of the game, and virtual tour modes for learning and assessment. The "digital" nursing student needs engagement, stimulation, reality, and entertainment, not just readings. "Playing with Tweezers" is an example of educational gaming as an innovative teaching strategy in nursing that encourages the strategy of involving the use of educational games to support theoretical or practical classroom teaching. Thus, the teacher does not work with only 1 type of teaching methodology, but with a combination of different methodologies. In addition, we cannot forget that skill training in an educational game does not replace curricular practice, but helps. ©Crislaine Pires Padilha Paim, Silvia Goldmeier. Originally published in JMIR Serious Games (http://games.jmir.org), 10.01.2017.

  12. [REASONS AND CONSEQUENCES OF SOMATOFORM DISORDERS IN CHILDREN AND ADOLESCENTS].

    PubMed

    Khundadze, M; Geladze, N; Mkheidze, R; Khachapuridze, N; Bakhtadze, S

    2016-12-01

    The aim of our study was to find the reason of various forms of somatoform disorders (phobias, behavioral disorders, insomnia, tics, stuttering, enuresis, encopresis) in children and adolescents of various social status for diagnosis and treatment. We have examined 202 patients who referred to our clinic from 2012-2016. The age range was 2-18 years. After examination we have concluded the following recommendations: - to implement neuropsychological rehabilitation in order to stimulate mental development; - to work with speech therapist to improvement the speech; - to work individually with psychotherapist to improve the behavior; - to train the parent to manage the behavior at home; - to give the personal card containing information about exercises, games and puzzles to stimulate the development and in some cases to give individual educational program; - to give separate information to parents and in some cases to teachers of kindergartens and schools.

  13. Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology

    PubMed Central

    2017-01-01

    Background Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to critical thinking in nursing practice because it is a complex environment. Objective To describe the process of developing an educational game to set up surgical instruments on the Mayo stand or back table as a resource to assist the instructor in surgical instrumentation training for students and nursing health professionals in continued education. Methods The study was characterized by applied research in production technology. It included the phases of analysis and design, development, and evaluation. The objectives of the educational game were developed through Bloom’s taxonomy. Parallel to the physical development of the educational game, a proposed model for the use of digital elements in educational game activities was applied to develop the game content. Results The development of the game called “Playing with Tweezers” was carried out in 3 phases and was evaluated by 15 participants, comprising students and professional experts in various areas of knowledge such as nursing, information technology, and education. An environment was created with an initial screen, menu buttons containing the rules of the game, and virtual tour modes for learning and assessment. Conclusions The “digital” nursing student needs engagement, stimulation, reality, and entertainment, not just readings. “Playing with Tweezers” is an example of educational gaming as an innovative teaching strategy in nursing that encourages the strategy of involving the use of educational games to support theoretical or practical classroom teaching. Thus, the teacher does not work with only 1 type of teaching methodology, but with a combination of different methodologies. In addition, we cannot forget that skill training in an educational game does not replace curricular practice, but helps. PMID:28073736

  14. "We don't need no education": Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels.

    PubMed

    Nije Bijvank, Marije; Konijn, Elly A; Bushman, Brad J

    2012-02-01

    This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking. Participants were Dutch boys in public schools (N = 830, age-range 11-17). In the Netherlands, standardized tests are used to place students into lower, medium, and higher educational ability groups. Results showed that boys in the lower educational ability group preferred to play violent, stand-alone games, identified more with video game characters, and perceived video games to be more realistic than other boys did. Lower levels of education were also related to higher levels of aggressiveness and sensation seeking. Higher educational ability boys preferred social, multiplayer games. Within a risk and resilience model, boys with lower educational ability are at greater risk for aggression. Copyright © 2011 The Foundation for Professionals in Services for Adolescents. All rights reserved.

  15. California Report Card, 2001: Factors for School Success.

    ERIC Educational Resources Information Center

    Richards, Jayleen; Dominguez-Arms, Amy

    Noting that children's educational success is a high priority for California parents, voters, public officials, and business leaders, this report card documents how economic, health, and other conditions affect California children's learning and well-being. The report's introduction discusses factors influencing educational success, including…

  16. 25 CFR 542.22 - What are the minimum internal control standards for internal audit for Tier A gaming operations?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... but not limited to, bingo card control, payout procedures, and cash reconciliation process; (ii) Pull... 25 Indians 2 2010-04-01 2010-04-01 false What are the minimum internal control standards for... COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS § 542.22 What are...

  17. 25 CFR 542.32 - What are the minimum internal control standards for internal audit for Tier B gaming operations?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... but not limited to, bingo card control, payout procedures, and cash reconciliation process; (ii) Pull... 25 Indians 2 2010-04-01 2010-04-01 false What are the minimum internal control standards for... COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS § 542.32 What are...

  18. The Interactive Influences of Friend Deviance and Reward Dominance on the Development of Externalizing Behavior during Middle Adolescence

    ERIC Educational Resources Information Center

    Goodnight, Jackson A.; Bates, John E.; Newman, Joseph P.; Dodge, Kenneth A.; Pettit, Gregory S.

    2006-01-01

    This study investigated the interactive effects of friend deviance and reward dominance on the development of externalizing behavior of adolescents in the Child Development Project. Reward dominance was assessed at age 16 by performance on a computer-presented card-playing game in which participants had the choice of either continuing or…

  19. A conceptual framework of game-informed principles for health professions education.

    PubMed

    Ellaway, Rachel H

    2016-01-01

    Games have been used for training purposes for many years, but their use remains somewhat underdeveloped and under-theorized in health professional education. This paper considers the basis for using serious games (games that have an explicit educational purpose) in health professional education in terms of their underlying concepts and design principles. These principles can be understood as a series of game facets: competition and conflict, chance and luck, experience and performance, simulation and make-believe, tactics and strategies, media, symbols and actions, and complexity and difficulty. Games are distinct and bound in ways that other health professional education activities are not. The differences between games and simulation can be understood in terms of the interconnected concepts of isomorphism (convergence with real-world practice) and anisomorphism (divergence from real-world practice). Gaming facets can extend the instructional design repertoire in health professional education.

  20. Benefits, Barriers and Guideline Recommendations for the Implementation of Serious Games in Education for Stakeholders and Policymakers

    ERIC Educational Resources Information Center

    Tsekleves, Emmanuel; Cosmas, John; Aggoun, Amar

    2016-01-01

    Serious games and game-based learning have received increased attention in recent years as an adjunct to teaching and learning material. This has been well echoed in the literature with numerous articles on the use of games and game theory in education. Despite this, no policy for the incorporation of serious games in education exists to date.…

  1. An educational tool for teaching medication history taking to pharmacy students.

    PubMed

    Sando, Karen R; Elliott, Jennifer; Stanton, Melonie L; Doty, Randell

    2013-06-12

    To implement and evaluate the use of a situated-learning experience to prepare second-year pharmacy students to conduct medication history interviews in preparation for introductory pharmacy practice experiences (IPPE) at ambulatory clinic sites. Second-year doctor of pharmacy (PharmD) students (n=200) used the Medication Mysteries Infinite Case Tool, a game-like educational tool in which groups of 3 students assumed the roles of pharmacist, patient, and observer and rolled a die and drew cards to determine the drugs, patient personality, medication problems, and other variables that guided a medication history taking session. After the laboratory session, faculty members assessed students' medication history-taking skills. One hundred sixteen (58%) and 78 (39%) of 200 students achieved excellence or competence, respectively, on the final assessment. Two weeks after the assessment, 53 of 200 (26.5%) students completed a survey instrument. The respondents indicated that their self-confidence in conducting medical history taking significantly improved following completion of the learning experience. Using the Medication Mysteries Infinite Case Tool increased students' confidence and skills in conducting medication history taking prior to their clinical IPPE experience.

  2. Creating Effective Educational Computer Games for Undergraduate Classroom Learning: A Conceptual Model

    ERIC Educational Resources Information Center

    Rapeepisarn, Kowit; Wong, Kok Wai; Fung, Chun Che; Khine, Myint Swe

    2008-01-01

    When designing Educational Computer Games, designers usually consider target age, interactivity, interface and other related issues. They rarely explore the genres which should employ into one type of educational game. Recently, some digital game-based researchers made attempt to combine game genre with learning theory. Different researchers use…

  3. Collecting, Organizing, and Managing Resources for Teaching Educational Games the Wiki Way

    ERIC Educational Resources Information Center

    Johnson, Shelley Henson; Shelton, Brett; Wiley, David

    2008-01-01

    Recognizing the pedagogical value of gaming, academics along with game designers and educational content developers have begun producing resources to improve educational game design and make instructional games more accessible to teachers wanting to incorporate them into their classes. However, the rapid growth of such resources has made it…

  4. Pervasive Learning Games: Explorations of Hybrid Educational Gamescapes

    ERIC Educational Resources Information Center

    Thomas, Siobhan

    2006-01-01

    Pervasive gaming has tremendous potential as a learning tool and represents an interesting development in the field of video games and education. The literature surrounding video games and education is vast: For more than 20 years, educationalists have been discussing the potential that exists for the application of video games to learning.…

  5. Exploring the Significance of Resource-Rich Views in Science Education

    ERIC Educational Resources Information Center

    Siry, Christina

    2011-01-01

    In a recently published article in Cultural Studies of Science Education (Volume 6, Issue 2) titled, "What does playing cards have to do with science? A resource-rich view of African American young men", Alfred Schademan (Cult Stud Sci Educ 6:361-380, "2011") examines the resources that African American young men learn through playing a card came…

  6. Enhancing the Effectiveness of Special Education Programming for Children with Attention Deficit Hyperactivity Disorder Using a Daily Report Card

    ERIC Educational Resources Information Center

    Fabiano, Gregory A.; Vujnovic, Rebecca K.; Pelham, William E.; Waschbusch, Daniel A.; Massetti, Greta M.; Pariseau, Meaghan E.; Naylor, Justin; Yu, Jihnhee; Robins, Melissa; Carnefix, Tarah; Greiner, Andrew R.; Volker, Martin

    2010-01-01

    Children with attention deficit hyperactivity disorder (ADHD) make up a considerable proportion of students who receive special education services in schools. The present study aimed to enhance the outcomes of students with ADHD in special education settings by using a daily report card (DRC). Thirty-three children with ADHD in special education…

  7. Show Me: A Report Card on Public Higher Education in Missouri

    ERIC Educational Resources Information Center

    Czelusniak, Sandra; Palmiero, Phyllis

    2008-01-01

    Missouri is the "Show Me" State. And with this goal in mind, the American Council of Trustees and Alumni (ACTA) offers this report card to examine the state of higher education in Missouri. If the nation is to ensure its continued preeminence in higher education, policymakers, trustees, alumni, and taxpayers must know what is going on in…

  8. A Study on the Game Programming Education Based on Educational Game Engine at School

    ERIC Educational Resources Information Center

    Jeon, Jongho; Kim, Kwanwoong; Jung, Soonyoung

    2012-01-01

    It is believed that the game programming education at school should be conducted in consideration of an individual student's ability, an elementary programmer. Language to be used in the programming education also need to be associated with the ones that are actually used in the game industry. Lately, many researches on the educational programming…

  9. Mobile computing device as tools for college student education: a case on flashcards application

    NASA Astrophysics Data System (ADS)

    Kang, Congying

    2012-04-01

    Traditionally, college students always use flash cards as a tool to remember massive knowledge, such as nomenclature, structures, and reactions in chemistry. Educational and information technology have enabled flashcards viewed on computers, like Slides and PowerPoint, works as tunnels of drilling and feedback for the learners. The current generation of students is more capable of information technology and mobile computing devices. For example, they use their Mobile phones much more intensively everyday day. Trends of using Mobile phone as an educational tool is analyzed and a educational technology initiative is proposed, which use Mobile phone flash cards applications to help students learn biology and chemistry. Experiments show that users responded positively to these mobile flash cards.

  10. Problem-Based Educational Game Becomes Student-Centered Learning Environment

    ERIC Educational Resources Information Center

    Rodkroh, Pornpimon; Suwannatthachote, Praweenya; Kaemkate, Wannee

    2013-01-01

    Problem-based educational games are able to provide a fun and motivating environment for teaching and learning of certain subjects. However, most educational game models do not address the learning elements of problem-based educational games. This study aims to synthesize and to propose the important elements to facilitate the learning process and…

  11. Digital Game-Based Learning for K-12 Mathematics Education: A Meta-Analysis

    ERIC Educational Resources Information Center

    Byun, JaeHwan; Joung, Eunmi

    2018-01-01

    Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…

  12. Video Gaming Promotes Concussion Knowledge Acquisition in Youth Hockey Players

    ERIC Educational Resources Information Center

    Goodman, David; Bradley, Nori L.; Paras, Bradley, Williamson, Ian J.; Bizzochi, James

    2006-01-01

    While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a…

  13. OpenCL Implementation of NeuroIsing

    NASA Astrophysics Data System (ADS)

    Zapart, C. A.

    Recent advances in graphics card hardware combined with anintroduction of the OpenCL standard promise to accelerate numerical simulations across diverse scientific disciplines. One such field benefiting from new hardware/software paradigms is econophysics. The paper describes an OpenCL implementation of a selected econophysics model: NeuroIsing, which has been designed to execute in parallel on a vendor-independent graphics card. Originally introduced in the paper [C.~A.~Zapart, ``Econophysics in Financial Time Series Prediction'', PhD thesis, Graduate University for Advanced Studies, Japan (2009)], at first it was implemented on a CELL processor running inside a SONY PS3 games console. The NeuroIsing framework can be applied to predicting and trading foreign exchange as well as stock market index futures.

  14. MacMouse. Developing Preschool Readiness Concepts and Skills with HyperCard and MacRecorder.

    ERIC Educational Resources Information Center

    Fitterman, L. Jeffrey

    Through developments with the use of the "Apple Macintosh" computer, "HyperCard," and "MacRecorder," children in preschool handicapped programs are now capable of participating in appropriate computerized learning experiences. "HyperCard" allows educators to produce their own computerized instructional…

  15. Procurement Cards Pave the Way to Efficient Purchasing.

    ERIC Educational Resources Information Center

    Enos, Eileen D.

    1999-01-01

    As educators battle restricted budgets, inflation, and enrollment changes, strategic sourcing management is replacing traditional transaction-based procurement. Procurement-card programs, allowing organizations to use credit cards for small purchases or low-value items, save time and enhance controls over merchants, credit limits, issuance limits,…

  16. On the Need for Research Evidence to Guide the Design of Computer Games for Learning

    ERIC Educational Resources Information Center

    Mayer, Richard E.

    2015-01-01

    Computer games for learning (also called video games or digital games) have potential to improve education. This is the intriguing idea that motivates this special issue of the "Educational Psychologist" on "Psychological Perspectives on Digital Games and Learning." Computer games for learning are games delivered via computer…

  17. Cognitive behavioral game design: a unified model for designing serious games

    PubMed Central

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner’s (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games. PMID:24550858

  18. Cognitive behavioral game design: a unified model for designing serious games.

    PubMed

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  19. Theoretical Backgrounds: Internet for Training Teachers and the Development of the HyperCard Internet Primer.

    ERIC Educational Resources Information Center

    Anderson, Daniel K.

    1996-01-01

    Discusses theoretical backgrounds for training teachers to use the Internet, including: a history of the Internet, education reform, technology and education, teacher training, affective domains, learning styles, and evaluation. Instructional design considerations are described for developing the HyperCard Internet Primer, software introducing…

  20. Identifying User Preferences for a Digital Educational Solution for Young Seniors With Diabetes.

    PubMed

    van der Molen, Pieta; Maas, Anne H; Chen, Wei; van Pul, Carola; Cottaar, Eduardus J E; van Riel, Natal A W; Hilbers, Peter A J; Haak, Harm R

    2017-08-01

    The Eindhoven Diabetes Education Simulator project was initiated to develop an educational solution that helps diabetes patients understand and learn more about their diabetes. This article describes the identification of user preferences for the development of such solutions. Young seniors (aged 50-65 years) with type 2 diabetes were chosen as the target group because they are likely to have more affinity with digital devices than older people and because 88% of the Dutch diabetes population is >50 years of age. Data about the target group were gathered through literature research and interviews. The literature research covered data about their device use and education preferences. To gain insight into the daily life of diabetes patients and current diabetes education processes, 20 diabetes patients and 10 medical experts were interviewed. The interviews were analyzed using affinity diagrams. Those diagrams, together with the literature data, formed the basis for two personas and corresponding customer journey maps. Literature showed that diabetes prevalence is inversely correlated to educational level. Computer and device use is relatively low within the target group, but is growing. The interviews showed that young seniors like to play board, card, and computer games, with others or alone. Family and loved ones play an important role in their lives. Medical experts are crucial in the diabetes education of young senior diabetes patients. These findings are translated into a list of design aspects that can be used for creating educational solutions.

  1. Can Video Games Be Educational?

    ERIC Educational Resources Information Center

    Criswell, Chad

    2009-01-01

    One of the biggest debates among music educators today is about whether or not video games are a valid educational tool. As far back as the early 1990s, teachers were using games such as Sid Meier's Civilization to reinforce history and social studies concepts, but until recently games that dealt with areas of music education have been few and far…

  2. The Application of Cognitive Diagnostic Approaches via Neural Network Analysis of Serious Educational Games

    ERIC Educational Resources Information Center

    Lamb, Richard L.

    2013-01-01

    Serious Educational Games (SEGs) have been a topic of increased popularity within the educational realm since the early millennia. SEGs are generalized form of Serious Games to mean games for purposes other than entertainment but, that also specifically include training, educational purpose and pedagogy within their design. This rise in popularity…

  3. The Study on the Effect of Educational Games for the Development of Students’ Logic-Mathematics of Multiple Intelligence

    NASA Astrophysics Data System (ADS)

    Li, Jing; Ma, Sujuan; Ma, Linqing

    Firstly, in this article, we expound the theory of the educational games and multiple intelligence and analyze the relationship between them. Then, further, we elaborate educational games' effect on the development of students' multiple intelligence, taking logic-mathematics intelligence for example. Also, we discuss the strategies of using educational games to improve students' intelligence. In a word, we can use the computer games to develop the students' multi-intelligence.

  4. Grading School Report Cards

    ERIC Educational Resources Information Center

    Jacobson, Rebecca; Saultz, Andrew; Snyder, Jeffrey W.

    2013-01-01

    Recognizing the need for information in public education, Congress mandated in the No Child Left Behind Act (NCLB) that all states create and disseminate annual school performance report cards. A decade after NCLB passed, school report cards are widely available for nearly every school in the country. As the amount of school performance data…

  5. State Exemplars of School Accountability "Report Cards"

    ERIC Educational Resources Information Center

    Christie, Kathy

    2014-01-01

    This report provides profiles of exemplars of school accountability "report cards" from nine states and the District of Columbia. The exemplars were selected by Education Commission of the States (ECS) researchers and a group of 14 parents selected by ECS staff. This report contains: (1) a main "report card" page with school…

  6. Motivating Factors and Tangential Learning for Knowledge Acquisition in Educational Games

    ERIC Educational Resources Information Center

    Mozelius, Peter; Fagerström, Andreas; Söderquist, Max

    2017-01-01

    Game-based learning has been a strong emerging trend in the 21st century, but several research studies on game-based learning reports that the educational potential of games has not been fully realised. Many educational games do not combine learning outcomes with entertaining gameplay. At the same time as there is a tendency to digitise and…

  7. Establishing an Educational Game Development Model: From the Experience of Teaching Search Engine Optimization

    ERIC Educational Resources Information Center

    Lui, Richard W. C.; Au, Cheuk Hang

    2018-01-01

    This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…

  8. Gender and Cultural Differences in Game-Based Learning Experiences

    ERIC Educational Resources Information Center

    Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander

    2017-01-01

    Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…

  9. The Use of Computer Games as an Educational Tool: Identification of Appropriate Game Types and Game Elements.

    ERIC Educational Resources Information Center

    Amory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia

    1999-01-01

    Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)

  10. When Playing Meets Learning: Methodological Framework for Designing Educational Games

    NASA Astrophysics Data System (ADS)

    Linek, Stephanie B.; Schwarz, Daniel; Bopp, Matthias; Albert, Dietrich

    Game-based learning builds upon the idea of using the motivational potential of video games in the educational context. Thus, the design of educational games has to address optimizing enjoyment as well as optimizing learning. Within the EC-project ELEKTRA a methodological framework for the conceptual design of educational games was developed. Thereby state-of-the-art psycho-pedagogical approaches were combined with insights of media-psychology as well as with best-practice game design. This science-based interdisciplinary approach was enriched by enclosed empirical research to answer open questions on educational game-design. Additionally, several evaluation-cycles were implemented to achieve further improvements. The psycho-pedagogical core of the methodology can be summarized by the ELEKTRA's 4Ms: Macroadaptivity, Microadaptivity, Metacognition, and Motivation. The conceptual framework is structured in eight phases which have several interconnections and feedback-cycles that enable a close interdisciplinary collaboration between game design, pedagogy, cognitive science and media psychology.

  11. Effective intervention or child's play? A review of video games for diabetes education.

    PubMed

    DeShazo, Jonathan; Harris, Lynne; Pratt, Wanda

    2010-10-01

    The purpose of this study is (1) to identify diabetes education video games and pilot studies in the literature, (2) to review themes in diabetes video game design and evaluation, and (3) to evaluate the potential role of educational video games in diabetes self-management education. Studies were systematically identified for inclusion from Medline, Web of Science, CINAHL, EMBASE, Psychinfo, IEEE Xplore, and ACM Digital Library. Features of each video game intervention were reviewed and coded based on an existing taxonomy of diabetes interventions framework. Nine studies featuring 11 video games for diabetes care were identified. Video games for diabetes have typically targeted children with type 1 diabetes mellitus and used situation problem-solving methods to teach diet, exercise, self-monitored blood glucose, and medication adherence. Evaluations have shown positive outcomes in knowledge, disease management adherence, and clinical outcomes. Video games for diabetes education show potential as effective educational interventions. Yet we found that improvements are needed in expanding the target audience, tailoring the intervention, and using theoretical frameworks. In the future, the reach and effectiveness of educational video games for diabetes education could be improved by expanding the target audience beyond juvenile type 1 diabetes mellitus, the use of tailoring, and increased use of theoretical frameworks.

  12. Resolving Conflicts in Educational Game Design through Playtesting

    ERIC Educational Resources Information Center

    Winn, Brian; Heeter, Carrie

    2007-01-01

    Educational game designs must balance the often conflicting values of game designers, instructional designers, and content experts. In order to reach this balance, however, colleagues should adopt development strategies that already inform the design of commercial computer games. Commercial game designers recognize that great games are not created…

  13. Game-Based Learning: A Different Perspective

    ERIC Educational Resources Information Center

    Royle, Karl

    2008-01-01

    Because the goals of games and the object of school-based learning are fundamentally mismatched, efforts to integrate games into the curriculum have largely fallen flat despite the best intentions of teachers and the gaming industry. Arguing that educational game designers should be investigating ways to get education into games rather than…

  14. STS-135 Launch Day

    NASA Image and Video Library

    2011-07-07

    NASA Chief, Astronaut Office, Johnson Space Center Peggy Whitson, center, STS-135 Astronauts, Rex Walheim, left, and Commander Chris Ferguson are seen as the entire crew plays a traditional card game at the NASA Kennedy Space Center Operations and Checkout Building prior to them leaving for the launch pad, on Friday, July 8, 2011 in Cape Canaveral, Fla. The point of the game is that the commander must use up all his or her bad luck before launch, so the crew can only leave for the pad after the commander loses. The launch of Atlantis, STS-135, is the final flight of the shuttle program, a 12-day mission to the International Space Station. Photo Credit: (NASA/Jerry Ross)

  15. Assessing Higher Order Thinking in Video Games

    ERIC Educational Resources Information Center

    Rice, John

    2007-01-01

    Computer video games have become highly interesting to educators and researchers since their sophistication has improved considerably over the last decade. Studies indicate simple video games touting educational benefits are common in classrooms. However, a need for identifying truly useful games for educational purposes exists. This article…

  16. A systematic review of serious games in medical education: quality of evidence and pedagogical strategy.

    PubMed

    Gorbanev, Iouri; Agudelo-Londoño, Sandra; González, Rafael A; Cortes, Ariel; Pomares, Alexandra; Delgadillo, Vivian; Yepes, Francisco J; Muñoz, Óscar

    2018-12-01

    The literature shows an optimistic landscape for the effectiveness of games in medical education. Nevertheless, games are not considered mainstream material in medical teaching. Two research questions that arise are the following: What pedagogical strategies do developers use when creating games for medical education? And what is the quality of the evidence on the effectiveness of games? A systematic review was made by a multi-disciplinary team of researchers following the Cochrane Collaboration Guidelines. We included peer-reviewed journal articles which described or assessed the use of serious games or gamified apps in medical education. We used the Medical Education Research Study Quality Instrument (MERSQI) to assess the quality of evidence in the use of games. We also evaluated the pedagogical perspectives of such articles. Even though game developers claim that games are useful pedagogical tools, the evidence on their effectiveness is moderate, as assessed by the MERSQI score. Behaviourism and cognitivism continue to be the predominant pedagogical strategies, and games are complementary devices that do not replace traditional medical teaching tools. Medical educators prefer simulations and quizzes focused on knowledge retention and skill development through repetition and do not demand the use of sophisticated games in their classrooms. Moreover, public access to medical games is limited. Our aim was to put the pedagogical strategy into dialogue with the evidence on the effectiveness of the use of medical games. This makes sense since the practical use of games depends on the quality of the evidence about their effectiveness. Moreover, recognition of said pedagogical strategy would allow game developers to design more robust games which would greatly contribute to the learning process.

  17. A systematic review of serious games in medical education: quality of evidence and pedagogical strategy

    PubMed Central

    Gorbanev, Iouri; Agudelo-Londoño, Sandra; González, Rafael A.; Cortes, Ariel; Pomares, Alexandra; Delgadillo, Vivian; Yepes, Francisco J.; Muñoz, Óscar

    2018-01-01

    ABSTRACT Introduction: The literature shows an optimistic landscape for the effectiveness of games in medical education. Nevertheless, games are not considered mainstream material in medical teaching. Two research questions that arise are the following: What pedagogical strategies do developers use when creating games for medical education? And what is the quality of the evidence on the effectiveness of games? Methods: A systematic review was made by a multi-disciplinary team of researchers following the Cochrane Collaboration Guidelines. We included peer-reviewed journal articles which described or assessed the use of serious games or gamified apps in medical education. We used the Medical Education Research Study Quality Instrument (MERSQI) to assess the quality of evidence in the use of games. We also evaluated the pedagogical perspectives of such articles. Results: Even though game developers claim that games are useful pedagogical tools, the evidence on their effectiveness is moderate, as assessed by the MERSQI score. Behaviourism and cognitivism continue to be the predominant pedagogical strategies, and games are complementary devices that do not replace traditional medical teaching tools. Medical educators prefer simulations and quizzes focused on knowledge retention and skill development through repetition and do not demand the use of sophisticated games in their classrooms. Moreover, public access to medical games is limited. Discussion: Our aim was to put the pedagogical strategy into dialogue with the evidence on the effectiveness of the use of medical games. This makes sense since the practical use of games depends on the quality of the evidence about their effectiveness. Moreover, recognition of said pedagogical strategy would allow game developers to design more robust games which would greatly contribute to the learning process. PMID:29457760

  18. The use of digital games and simulators in veterinary education: an overview with examples.

    PubMed

    de Bie, M H; Lipman, L J A

    2012-01-01

    In view of current technological possibilities and the popularity of games, the interest in games for educational purposes is remarkably on the rise. This article outlines the (future) use of (digital) games and simulators in several disciplines, especially in the veterinary curriculum. The different types of game-based learning (GBL)-varying from simple interactive computer board games to more complex virtual simulation strategies-will be discussed as well as the benefits, possibilities, and limitations of the educational use of games. The real breakthrough seems to be a few years away. Technological developments in the future might diminish the limitations and stumbling blocks that currently exist. Consequently, educational games will play a new and increasingly important role in the future veterinary curriculum, providing an attractive and useful way of learning.

  19. An evaluation of Global Zakat Game (GZG) as edutainment board game in enhancing Zakat education in Malaysia

    ERIC Educational Resources Information Center

    Rahman, Azman Ab.; Sahrir, Muhammad Sabri; Zainuddin, Nurkhamimi; Khafidz, Hasanah Abd.

    2018-01-01

    Board games have become one of the useful tools in teaching and learning. Many instructors and educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand the education concept quickly and get involved in experiential learning, where students can manage and solve problems in…

  20. The challenge of audience reception: a developmental model for educational game engagement.

    PubMed

    Sherry, John L

    2013-01-01

    According to educational gaming advocates, the engaging nature of games encourages sustained game play and enhanced attention to learning outcomes among players. Because children's and adolescents' play time varies by game genre, engagement with a game likely reflects the match between the genre and the player's preferences and needs. Youth learn which games are likely to promote satisfying psychological needs and yield positive experiences, which then informs their engagement with the games. A model is presented for research and development of educational games based on uses and gratifications theory from communication science, as well as developmental science and cognitive science findings. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  1. Gaming as a Therapeutic Tool in Adolescence. Experience of Institutional Therapy of CThA, UCL, Brussels, Belgium.

    PubMed

    Descamps, Guillaume; d'Alcantara, Ann

    2016-09-01

    This work presents the experience of an Emancipatory action research led at the Therapeutic Center for Adolescents (CThA) at Saint Luc's Clinics (UCL). This research focuses on the practice effects of "Pixels" and "Passerelle" workshops at CThA. It is about the use of video games as a therapeutic tool, mobilizing of the symptomatology of the teenager. "Pixels" workshops use playing according to three specific forms: the paper role-play game, the video game, and the cards playing game. Their specificity is that the participative adult shows a regressive ability strong enough to play with teenagers and is very careful to not interpret what takes place within. "Passerelle" workshops demonstrate the link between the teenager's mind and the use of his own virtual avatar. It allows to evolve from a "play together" to a "talk together", a moment of symbolization and of being able to stand back in regards to his or her own recreational activities. As a discussion, this clinical illustration of Karl recovering from depression and dependency. This setting for speech allowed him to evolve into an impulse mood and to reconnect emotionally.

  2. Engaging Students in Quality Games

    ERIC Educational Resources Information Center

    Henninger, Mary L.; Richardson, Karen Pagnano

    2016-01-01

    Promoting student engagement for all students in physical education, and specifically in game play, is a challenge faced by many middle and high school physical education teachers. Often, the games we play in physical education are not "good games" because, as early as middle school, some students are already resistant to playing…

  3. Engagement States and Learning from Educational Games

    ERIC Educational Resources Information Center

    Deater-Deckard, Kirby; Chang, Mido; Evans, Michael E.

    2013-01-01

    Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on educational game development and research on the role of various aspects of engagement on game play and…

  4. Using Games to Creatively Enhance the Counselor Education Curriculum

    ERIC Educational Resources Information Center

    Swank, Jacqueline M.

    2012-01-01

    Utilizing games within the classroom may assist counselor educators with enhancing learning. Counselor educators may integrate games within the curriculum to assist students in learning and developing self-awareness and to assess knowledge and skills. This article describes the utilization of games within experiential-learning theory and presents…

  5. Digital games in medical education: Key terms, concepts, and definitions

    PubMed Central

    Bigdeli, Shoaleh; Kaufman, David

    2017-01-01

    Introduction: Game-based education is fast becoming a key instrument in medical education. Method: In this study, papers related to games were filtered and limited to full-text peer-reviewed published in English. Results: To the best of researchers’ knowledge, the concepts used in the literature are varied and distinct, and the literature is not conclusive on the definition of educational games for medical education. Conclusion: This paper attempts to classify terms, concepts and definitions common to gamification in medical education. PMID:29445681

  6. Digital games in medical education: Key terms, concepts, and definitions.

    PubMed

    Bigdeli, Shoaleh; Kaufman, David

    2017-01-01

    Introduction: Game-based education is fast becoming a key instrument in medical education. Method: In this study, papers related to games were filtered and limited to full-text peer-reviewed published in English. Results: To the best of researchers' knowledge, the concepts used in the literature are varied and distinct, and the literature is not conclusive on the definition of educational games for medical education. Conclusion: This paper attempts to classify terms, concepts and definitions common to gamification in medical education.

  7. Learning about the game: designing science games for a generation of gamers

    NASA Astrophysics Data System (ADS)

    Chmiel, Marjee

    2012-12-01

    This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the need to better understand how children interact with non-educational games, outside of the school setting. This includes issues such as "gamer culture" and game play styles. The better we understand these issues, the better educational game designers and implementers can imagine the kinds of behaviors that might be elicited from students when we bring educational games into their classroom. In this focus, the student is the unit of analysis, but it is the student in and out of the classroom: the way the student understands video games when she is at home, playing with friends, and at school. The second area focuses on the study of the classroom as a unit of analysis. As the authors of this study reveal, classroom cultures affect the reception and success of an educational game. This is to ask, how does a game play when students have to play it in pairs or groups for a lack of resources? What is the role of the teacher in the success of video game implementation? How does a game react to multiple server requests in a short period of time? These are issues that are still largely unexplored in the educational game design literature.

  8. The CERCA School Report Card: Communities Creating Education Quality. Final Report

    ERIC Educational Resources Information Center

    Florez Guio, Ana; Chesterfield, Ray; Siri, Carmen

    2006-01-01

    The CERCA (Civic Engagement for Education Reform in Central America) school report card (SRC) model was developed with schools in the Dominican Republic, El Salvador, Guatemala, Honduras, and Nicaragua in 2004 and 2005. This document summarizes the major findings, successful procedures, and implications of the experience for the region. The SRC…

  9. Understanding the Cost and Quality of Military-Related Education Benefit Programs

    DTIC Science & Technology

    2013-01-01

    2002; Stanley, 2003). Evidence also suggests that a similar pro- gram in Canada led to large increases in college attainment ( Lemieux and Card, 2001...U.S. Government Accountability Office, GAO-10-948T, 2010. Lemieux , Thomas, and David Card, “Education, Earnings, and the Canadian GI Bill,” The

  10. The CERCA School Report Card: Communities Creating Education Quality. Implementation Manual

    ERIC Educational Resources Information Center

    Guio, Ana Florez; Chesterfield, Ray; Siri, Carmen

    2006-01-01

    This manual provides a step-by-step methodology for promoting community participation in improving learning in local schools. The Civic Engagement for Education Reform in Central America (CERCA) School Report Card (SRC) approach empowers local school communities to gather information on the quality and conditions of teaching and learning in their…

  11. Is School Funding Fair? A National Report Card. Fifth Edition

    ERIC Educational Resources Information Center

    Baker, Bruce; Farrie, Danielle; Luhm, Theresa; Sciarra, David G.

    2016-01-01

    The National Report Card (NRC) evaluates and compares the extent to which state finance systems ensure equality of educational opportunity for all children, regardless of background, family income, place of residence, or school location. It is designed to provide policymakers, educators, business leaders, parents, and the public at large with…

  12. The Challenge of Audience Reception: A Developmental Model for Educational Game Engagement

    ERIC Educational Resources Information Center

    Sherry, John L.

    2013-01-01

    According to educational gaming advocates, the engaging nature of games encourages sustained game play and enhanced attention to learning outcomes among players. Because children's and adolescents' play time varies by game genre, engagement with a game likely reflects the match between the genre and the player's preferences and needs. Youth learn…

  13. Assessing Approaches to Teaching Systems Thinking: Reading Article vs. Game Play

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; O'Garra, T.; Lee, J.; Bachrach, E.; Bachman, G.; Orlove, B. S.

    2016-12-01

    Problem-solving in the complex domain of climate change requires consideration of the dynamics of systems as wholes. The long time frame, coupled with multiple interacting elements is challenging to teach through traditionally linear approaches, such as lectures or reading. On the other hand some have claimed that games are potentially useful in teaching system skills, due to their iterative, interacting, and problem solving character. In this experiment, we evaluated the impact of the EcoChains: Arctic Crisis card game on participants' mental models using a `fuzzy cognitive mapping' approach. The study population included 41 participants randomly assigned to the treatment/game play n=21 and the control/reading illustrated article: n=20. To obtain cognitive maps from participants, the first step was explaining how to draw a map, using an unrelated map as an example. Following the explanation, participants were handed large sheets of paper and asked to write down all the concepts they could think of related to: Arctic marine & sea-ice ecosystems, including the species & inhabitants of these ecosystems, all the different factors that negatively affect the health of Arctic marine & sea-ice ecosystems, its species & inhabitants, all the different factors that positively affect the health of Arctic marine & sea-ice ecosystems, its species & inhabitants. Once participants had drafted their list of concepts, they were asked to construct maps with the concepts in the center followed by arrows drawn between them to represent the direction of relationships between concepts. After the intervention - either playing the EcoChains card game or reading the illustrated article - participants were handed back their maps, together with a different colored pencil from the one they used previously, and asked to adjust the maps based on what they had learned from playing Ecochains/reading the article. Results indicate that both playing EcoChains and reading an illustrated article with similar information, increased systems thinking. Assessment indicates that the text-based approach had greater quantitative gains as evaluated through the number of nodes and types of connections. Additional analysis is ongoing to examine potential differences in the quality of learning gains.

  14. HyperCard K-12: Classroom Computer Learning Special Supplement Sponsored by Apple Computer.

    ERIC Educational Resources Information Center

    Classroom Computer Learning, 1989

    1989-01-01

    Follows the development of hypertext which is the electronic movement of large amounts of text. Probes the use of the Macintosh HyperCard and its applications in education. Notes programs are stackable in the computer. Provides tool, resource, and stack directory along with tips for using HyperCard. (MVL)

  15. Cue Cards: A Self-Regulatory Strategy for Students with Learning Disabilities

    ERIC Educational Resources Information Center

    Conderman, Greg; Hedin, Laura

    2011-01-01

    General and special educators have used many instructional strategies to help students with learning disabilities (LD) succeed in school. One of those strategies is cue cards. As a vehicle for supporting evidence-based practices, cue cards help students (a) learn academic and behavioral steps, principles, procedures, processes, and rules; (b)…

  16. Credit Card Usage and Debt among College and University Students. ERIC Digest.

    ERIC Educational Resources Information Center

    Holub, Tamara

    Since the late 1990s, lawmakers, college officials, consumer advocacy groups, and higher education practitioners have become increasingly concerned about the rising use of credit cards among college students. Some recent studies have provided information about credit card use among college students. These studies include: (1) a study conducted by…

  17. LewiSpace: An Exploratory Study with a Machine Learning Model in an Educational Game

    ERIC Educational Resources Information Center

    Ghali, Ramla; Ouellet, Sébastien; Frasson, Claude

    2016-01-01

    The use of educational games as a tool for providing learners with a playful and educational aspect is widespread. In this paper, we present an educational game that we developed to teach a chemistry lesson, namely drawing a Lewis diagram. Our game is a 3D environment known as LewiSpace and aims at balancing between playful and educational…

  18. Games That Art Educators Play: Games in the Historical and Cultural Context of Art Education

    ERIC Educational Resources Information Center

    Patton, Ryan M.

    2014-01-01

    Games have played an important role in modern educational methodologies. Beginning with the work of luminaries like Froebel, Montessori, and Dewey and continuing through the Cold War, the counter-culture movement of the 1960s and '70s, and into the present day, shifts in educational practice can be traced historically using the lens of games,…

  19. Exploring the Topics Discussed During a Conversation Card Game About Death and Dying: A Content Analysis.

    PubMed

    Van Scoy, Lauren Jodi; Reading, Jean M; Scott, Allison M; Chuang, Cynthia; Levi, Benjamin H; Green, Michael J

    2016-11-01

    Substantive discussions between loved ones are necessary for effective advance care planning. Although multiple tools are currently in use for promoting conversations, the content and clinical relevance of the conversations they stimulate is unknown. To describe the content and clinical relevance of conversations that occur during a nonfacilitated end-of-life conversation game. Using convenience sampling, we scheduled adult volunteers to participate in an end-of-life conversation game (2-6 individuals per game; n = 68). Participants discussed 20 questions about death, dying, or end-of-life issues. Games lasted up to two hours and were audio-recorded, transcribed, and analyzed using a conventional qualitative content analysis approach to identify emerging themes. Participants (n = 68) were primarily Caucasian (94%), females (68%), with mean age of 51.3 years (SD 0.7). Seventeen games were analyzed. Four primary themes emerged during game conversations: 1) the importance of people, relationships, and the roles played during end-of-life decision making, 2) values, beliefs, and preferences related to end-of-life care and the dying period, 3) considerations about preparing for the aftermath of one's death, and 4) the relevance of stories or experiences for informing one's own end-of-life preferences. Topics discussed during a nonfacilitated end-of-life conversation game are substantive and address important issues for advance care planning. Copyright © 2016 American Academy of Hospice and Palliative Medicine. Published by Elsevier Inc. All rights reserved.

  20. The Role of Nonlinear Pedagogy in Physical Education

    ERIC Educational Resources Information Center

    Chow, Jia Yi; Davids, Keith; Button, Chris; Shuttleworth, Rick; Renshaw, Ian; Araujo, Duarte

    2007-01-01

    In physical education, the Teaching Games for Understanding (TGfU) pedagogical strategy has attracted significant attention from theoreticians and educators for allowing the development of game education through a tactic-to-skill approach involving the use of modified games. However, some have proposed that as an educational framework, it lacks…

  1. Computer Games in Pre-School Settings: Didactical Challenges when Commercial Educational Computer Games Are Implemented in Kindergartens

    ERIC Educational Resources Information Center

    Vangsnes, Vigdis; Gram Okland, Nils Tore; Krumsvik, Rune

    2012-01-01

    This article focuses on the didactical implications when commercial educational computer games are used in Norwegian kindergartens by analysing the dramaturgy and the didactics of one particular game and the game in use in a pedagogical context. Our justification for analysing the game by using dramaturgic theory is that we consider the game to be…

  2. A Rating Tool for Sharing Experiences with Serious Games

    ERIC Educational Resources Information Center

    Hendrix, Maurice; Backlund, Per; Vampula, Boris

    2014-01-01

    The potential of Computer Games for non-entertainment purposes, such as education, is well established. A wide variety of games have been developed for the educational market, covering subjects such as mathematics and languages. However, while a growing industry developing educational games exist, the practical uptake in schools is not as high as…

  3. Recruitment Gaming: A New Tool at the Interface of Education and Employers

    ERIC Educational Resources Information Center

    Porter, Gavin W.; Tanenbaum, Michael A.

    2015-01-01

    Recruitment gaming embodies an exciting new tool at the interface of the education and private sectors. Employers and recruitment platforms add new complications to the already problematic relationship between game designers and educators. To better understand the emerging recruitment aspects of gaming and identify areas for those in educational…

  4. Digital Games in eLearning Environments: Current Uses and Emerging Trends

    ERIC Educational Resources Information Center

    Moreno-Ger, Pablo; Burgos, Daniel; Torrente, Javier

    2009-01-01

    The notion of using games in education is as old as games themselves. In addition, the massive market opened by the digital games industry has caused great interest regarding their specific potential in education. However, this interest is sometimes thwarted by the resistance of traditional educational settings toward technology-enhanced learning…

  5. EMERGO: A Methodology and Toolkit for Developing Serious Games in Higher Education

    ERIC Educational Resources Information Center

    Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen

    2008-01-01

    Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…

  6. Using Agent-Based Technologies to Enhance Learning in Educational Games

    ERIC Educational Resources Information Center

    Tumenayu, Ogar Ofut; Shabalina, Olga; Kamaev, Valeriy; Davtyan, Alexander

    2014-01-01

    Recent research has shown that educational games positively motivate learning. However, there is a little evidence that they can trigger learning to a large extent if the game-play is supported by additional activities. We aim to support educational games development with an Agent-Based Technology (ABT) by using intelligent pedagogical agents that…

  7. Gaming Research for Technology Education

    ERIC Educational Resources Information Center

    Clark, Aaron C.; Ernst, Jeremy

    2009-01-01

    This study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming and its use in education, as well as the need to utilize gaming as a platform to serve as an integrator of STEM subject matter. Participants included…

  8. "Discovering the Cell": An Educational Game about Cell and Molecular Biology

    ERIC Educational Resources Information Center

    Spiegel, Carolina N.; Alves, Gutemberg G.; Cardona, Tania da S.; Melim, Leandra M. C.; Luz, Mauricio R. M. P.; Araujo-Jorge, Tania C.; Henriques-Pons, Andrea

    2008-01-01

    The role of games within education becomes clearer as students become more active and are able to take decisions, solve problems and react to the results of those decisions. The educational board game "Discovering the Cell" ("Celula Adentro"), is based on problem-solving learning. This investigative game attempts to stimulate…

  9. Medical student attitudes toward video games and related new media technologies in medical education

    PubMed Central

    2010-01-01

    Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new media technology in medical education. Significant gender differences in game play experience and attitudes may represent male video game design bias that stresses male cognitive aptitudes; medical educators hoping to create serious games that will appeal to both men and women must avoid this. PMID:20576125

  10. Medical student attitudes toward video games and related new media technologies in medical education.

    PubMed

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-06-24

    Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new media technology in medical education. Significant gender differences in game play experience and attitudes may represent male video game design bias that stresses male cognitive aptitudes; medical educators hoping to create serious games that will appeal to both men and women must avoid this.

  11. Fifth Grade Students' Experiences Participating in Active Gaming in Physical Education: The Persistence to Game

    ERIC Educational Resources Information Center

    Hansen, Lisa; Sanders, Steve

    2010-01-01

    Although video games are often associated with sedentary behaviors, active gaming is a new genre that requires children to become physically active while playing the games. In this study six fifth grade students' experiences participating in active gaming in eight-week physical education classes were explored. Qualitative methods of interviews,…

  12. Serious Games: Video Games for Good?

    ERIC Educational Resources Information Center

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  13. Digital Games as Educational Technology: Promise and Challenges in the Use of Games to Teach

    ERIC Educational Resources Information Center

    Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei

    2015-01-01

    Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…

  14. Introducing Serious Games with Wikis: Empowering the Teacher with Simple Technologies

    ERIC Educational Resources Information Center

    van Rosmalen, Peter; Westera, Wim

    2014-01-01

    Despite the continuous and abundant growth of the game market the uptake of games in education has been hampered by the general impression that games require complex technologies and that games are difficult to organise and to embed in education curriculums. This article explores to what extent a simple serious game scenario that can be easily…

  15. Educational Games in Practice: The Challenges Involved in Conducting a Game-Based Curriculum

    ERIC Educational Resources Information Center

    Marklund, Björn Berg; Taylor, Anna-Sofia Alklind

    2016-01-01

    The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, research on digital game-based learning has focused heavily on the coupling between game designs,…

  16. The educational game design on relation and functionmaterials

    NASA Astrophysics Data System (ADS)

    Pramuditya, S. A.; Noto, M. S.; Syaefullah, D.

    2018-05-01

    Information technology development is certainly very helpful and important for life, especially for education. Media is always associated with technology. Media is considered important because as a tool in the learning process both inside and outside the classroom and can also be used in the framework of communication and interaction with teachers and students in the learning process. Smartphone technology is currently growing very rapidly, especially for Android platform. Game is one of the entertainment media that becomes an option to eliminate boring or just to spend a time. Educational games specifically designed to teach users a particular learning, developing concepts and understanding and guiding them in training their abilities and motivating them to play it. Game of mathematics education is a game inserted by mathematics learning content. This article discusses development research of designing educational game. The purpose of this research was to produce educational games on relation and function, which should be valid and practical. This research adapts the development model of ADDIE, restricted by analysis, design, and development. Data were collected from validation and practical sheets then were analysed descriptively. Based on the results of data analysis, our educational game was valid and practical.

  17. A Framework for Simplifying Educator Tasks Related to the Integration of Games in the Learning Flow

    ERIC Educational Resources Information Center

    del Blanco, Angel; Torrente, Javier; Marchiori, Eugenio J.; Martinez-Ortiz, Ivan; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar

    2012-01-01

    The integration of educational video games in educational settings in general, and e-learning systems in particular, can be challenging for educators. We propose a framework that aims to facilitate educators' participation in the creation and modification of courses that use educational games. Our approach addresses problems identified by previous…

  18. Gaming in Education: Using Games as a Support Tool to Teach History

    ERIC Educational Resources Information Center

    Zirawaga, Victor Samuel; Olusanya, Adeleye Idowu; Maduku, Tinovimbanashe

    2017-01-01

    The use of current and emerging tools in education is becoming a blistering topic among educators and educational institutions. Gaming in education may be viewed as an interference to learning but its role in education is to increase students' motivation and engagement, to enhance visual skills, to improve students' interaction and collaboration…

  19. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    PubMed

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game forms played by students either inhibited or enabled their game-play development.

  20. "We Don't Need No Education": Video Game Preferences, Video Game Motivations, and Aggressiveness among Adolescent Boys of Different Educational Ability Levels

    ERIC Educational Resources Information Center

    Bijvank, Marije Nije; Konijn, Elly A.; Bushman, Brad J.

    2012-01-01

    This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking. Participants were Dutch boys in public schools (N =…

  1. Towards optimizing server performance in an educational MMORPG for teaching computer programming

    NASA Astrophysics Data System (ADS)

    Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios

    2013-10-01

    Web-based games have become significantly popular during the last few years. This is due to the gradual increase of internet speed, which has led to the ongoing multiplayer games development and more importantly the emergence of the Massive Multiplayer Online Role Playing Games (MMORPG) field. In parallel, similar technologies called educational games have started to be developed in order to be put into practice in various educational contexts, resulting in the field of Game Based Learning. However, these technologies require significant amounts of resources, such as bandwidth, RAM and CPU capacity etc. These amounts may be even larger in an educational MMORPG game that supports computer programming education, due to the usual inclusion of a compiler and the constant client/server data transmissions that occur during program coding, possibly leading to technical issues that could cause malfunctions during learning. Thus, the determination of the elements that affect the overall games resources' load is essential so that server administrators can configure them and ensure educational games' proper operation during computer programming education. In this paper, we propose a new methodology with which we can achieve monitoring and optimization of the load balancing, so that the essential resources for the creation and proper execution of an educational MMORPG for computer programming can be foreseen and bestowed without overloading the system.

  2. An educational game for teaching clinical practice guidelines to Internal Medicine residents: development, feasibility and acceptability

    PubMed Central

    Akl, Elie A; Mustafa, Reem; Slomka, Thomas; Alawneh, Alia; Vedavalli, Abhishek; Schünemann, Holger J

    2008-01-01

    Background Adherence to Clinical Practice Guidelines (CPGs) remains suboptimal among internal medicine trainees. Educational games are of growing interest and have the potential to improve adherence to CPGs. The objectives of this study were to develop an educational game to teach CPGs in Internal Medicine residency programs and to evaluate its feasibility and acceptability. Methods We developed the Guide-O-Game© in the format of a TV game show with questions based on recommendations of CPGs. The development of the Guide-O-Game© consisted of the creation of a multimedia interactive tool, the development of recommendation-based questions, and the definition of the game's rules. We evaluated its feasibility through pilot testing and its acceptability through a qualitative process. Results The multimedia interactive tool uses a Macromedia Flash web application and consists of a manager interface and a user interface. The user interface allows the choice of two game styles. We created so far 16 sets of questions relating to 9 CPGs. The pilot testing proved that the game was feasible. The qualitative evaluation showed that residents considered the game to be acceptable. Conclusion We developed an educational game to teach CPGs to Internal Medicine residents that is both feasible and acceptable. Future work should evaluate its impact on educational outcomes. PMID:19017400

  3. Measuring Up 2002: The State-By-State Report Card for Higher Education.

    ERIC Educational Resources Information Center

    National Center for Public Policy and Higher Education, CA.

    This report is the second in a series of biennial, state-by-state 50-state report cards. As in the earlier report, state higher education systems are evaluated, compared, and graded in five categories of performance: preparation, participation, affordability, completion, and benefits. All states are given an "incomplete" in the sixth category,…

  4. Effective Practices of Financial Education for College Students: Students' Perceptions of Credit Card Use and Financial Responsibility

    ERIC Educational Resources Information Center

    Anderson, Carla; Card, Karen

    2015-01-01

    The purpose of this quasi-experimental nonequivalent control group study was to determine the influence that a financial education intervention administered in First Year Experience courses had on students' perceptions of their financial behavior such as compulsive spending and credit card use. This study utilized the five-point Likert-type…

  5. Educational Equity in Alabama: What We Learned from Report Card 2000. Research Brief.

    ERIC Educational Resources Information Center

    Miller-Whitehead, Marie

    This study examined Alabama State Education Report Card indicators for the year 2000 to identify predictors of student academic achievement at both the district and school levels for 128 public city and county school systems and 1,272 Alabama public schools. School district performance grade and school performance grade as provided on the Alabama…

  6. Using Gaming Literacies to Cultivate New Literacies

    ERIC Educational Resources Information Center

    Hsu, Hui-Yin; Wang, Shiang-Kwei

    2010-01-01

    The use of games in educational contexts has recently received growing attention; however, many teachers struggle with finding a right context to adopt games in the classroom. To strengthen teachers' beliefs about the educational value of games, this article explains the similarities and differences between new literacies and gaming literacy and…

  7. Design Principles of Next-Generation Digital Gaming for Education.

    ERIC Educational Resources Information Center

    Squire, Kurt; Jenkins, Henry; Holland, Walter; Miller, Heather; O'Driscoll, Alice; Tan, Katie Philip; Todd, Katie.

    2003-01-01

    Discusses the rapid growth of digital games, describes research at MIT that is exploring the potential of digital games for supporting learning, and offers hypotheses about the design of next-generation educational video and computer games. Highlights include simulations and games; and design principles, including context and using information to…

  8. Designing and Deploying 3D Collaborative Games in Education

    ERIC Educational Resources Information Center

    Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli

    2016-01-01

    This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…

  9. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    PubMed Central

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game forms played by students either inhibited or enabled their game-play development. Key points The effect of time fostered by the extended participation of students in consecutive seasons of the model was paramount to promote effective gains in Game Performance and Game Involvement. Specific modifications imposed on the game, such as asymmetric attack-defense game configurations had a positive effect on the development of the learning outcomes. The persistent membership that was extended across sequential units of invasion games helped players build more sophisticated game-play routines and problem-solving. PMID:29535578

  10. Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game.

    PubMed

    Janssen, Anna; Shaw, Tim; Goodyear, Peter

    2015-09-28

    Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future.

  11. Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game

    PubMed Central

    Shaw, Tim; Goodyear, Peter

    2015-01-01

    Background Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. Objective The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. Methods A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. Results The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Conclusions Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future. PMID:26416522

  12. Gamification and Game-Based Learning

    ERIC Educational Resources Information Center

    Karagiorgas, Dimitrios N.; Niemann, Shari

    2017-01-01

    In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…

  13. Game Play: What Does It Mean for Pedagogy to Think Like a Game Developer?

    ERIC Educational Resources Information Center

    Pill, Shane

    2014-01-01

    What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning needs and…

  14. Evaluation of Learning Outcomes Using an Educational iPhone Game vs. Traditional Game

    ERIC Educational Resources Information Center

    Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Rando, Noemi

    2013-01-01

    In this paper, we present an initial study to determine the subject preferences for educational computer games for children, in which 150 education professionals participated. From the results of this first study, we have developed an iPhone game for transmitting knowledge as part of multiculturalism, solidarity and tolerance following established…

  15. Child-Invented Health Education Games: A Case Study for Dengue Fever

    ERIC Educational Resources Information Center

    Lennon, Jeffrey L.; Coombs, David W.

    2006-01-01

    The study's goal was to demonstrate the ability of an 8-year-old child to create educational games for the topic of dengue fever control. A naturalistic descriptive case study method was employed. The child had two dengue fever educational game creation activities. The study demonstrated that a child could develop functional games related to…

  16. The Influence of an Educational Computer Game on Children's Cultural Identities

    ERIC Educational Resources Information Center

    Chen, Hsiang-Ping; Lien, Chi-Jui; Annetta, Len; Lu, Yu-Ling

    2010-01-01

    This study develops an educational computer game, FORmosaHope (FH), to explore the influences that an educational computer game might have on children's cultural identities. FH is a role-playing game, in which children can actively explore a mini-world to learn about science, technology, and society. One hundred and thirty sixth-graders, about…

  17. The Effects of Cognitive Capacity and Gaming Expertise on Attention and Comprehension

    ERIC Educational Resources Information Center

    Lee, Y.-H.; Heeter, C.

    2017-01-01

    Educational video games can impose high cognitive demands on its users. Two studies were conducted to examine the cognitive process involved in playing an educational digital game. Study 1 examined the effects of users' working memory capacity and gaming expertise on attention and comprehension of the educational messages. The results showed that…

  18. Teacher Experiences on the Integration of Modern Educational Games in the Middle School Mathematics Classroom

    ERIC Educational Resources Information Center

    Ritzhaupt, Albert; Higgins, Heidi; Allred, Beth

    2010-01-01

    What do experienced teachers have to say about integrating modern educational games into their classroom? This paper addresses this question by exploring the discourse of teachers who were provided professional development, technical support, access to a modern educational game, and flexibility in deciding how to integrate the game in their…

  19. Task Card Instruction: The Effect of Different Cue Sequences on Students' Learning in Tennis

    ERIC Educational Resources Information Center

    Iserbyt, Peter; Madou, Bob; Elen, Jan; Behets, Daniel

    2010-01-01

    In physical education, task cards are often used in student-centred learning models. Consequently, a better understanding of how to deliver effective instructions by means of task cards would make a contribution to the literature. In this study, 80 right-handed university students in kinesiology were randomized across three experimental conditions…

  20. Credit Card Solicitation Policies in Higher Education: Does "Protecting" Our Students Make a Difference?

    ERIC Educational Resources Information Center

    Pinto, Mary Beth; Parente, Diane H.; Palmer, Todd S.

    2001-01-01

    Reports on a study that investigated the effect of a university's solicitation policy on students' acquisition and usage of credit cards. Attempts by universities to limit access to and use of credit cards appear to be ineffective. Suggests alternative policies be constructed around teaching students sound money management skills. (Author/JDM)

  1. Children's Services Report Card, 1996: Measuring Minnesota's Progress for Children. Summary Report.

    ERIC Educational Resources Information Center

    Fong, Richard

    This report was developed by Minnesota Planning to help counties measure their progress toward meeting the Minnesota Milestones goals for social and educational services for children. The report card is composed of 21 indicators of children's well-being. Since the 1994 report card was released, Minnesota has made progress in eight areas (1) abused…

  2. The Nation's Report Card[TM]: Trial Urban District Assessment--Reading 2009. NCES 2010-459

    ERIC Educational Resources Information Center

    National Center for Education Statistics, 2010

    2010-01-01

    The Nation's Report Card[TM] informs the public about the academic achievement of elementary and secondary students in the United States. Report cards communicate the findings of the National Assessment of Educational Progress (NAEP), a continuing and nationally representative measure of achievement in various subjects over time. Results from the…

  3. Computing Gross Pay from Punched Time Cards. Student Manual and Instructor's Manual.

    ERIC Educational Resources Information Center

    McElveen, Peggy C.

    Supporting performance objective 30 of the V-TECS (Vocational-Technical Education Consortium of States) Secretarial Catalog, both a set of student materials and an instructor's manual on computing gross pay from punched time cards are included in this packet, which is part of a series. The student materials include a group of time cards,…

  4. Using Android-Based Educational Game for Learning Colloid Material

    NASA Astrophysics Data System (ADS)

    Sari, S.; Anjani, R.; Farida, I.; Ramdhani, M. A.

    2017-09-01

    This research is based on the importance of the development of student’s chemical literacy on Colloid material using Android-based educational game media. Educational game products are developed through research and development design. In the analysis phase, material analysis is performed to generate concept maps, determine chemical literacy indicators, game strategies and set game paths. In the design phase, product packaging is carried out, then validation and feasibility test are performed. Research produces educational game based on Android that has the characteristics that is: Colloid material presented in 12 levels of game in the form of questions and challenges, presents visualization of discourse, images and animation contextually to develop the process of thinking and attitude. Based on the analysis of validation and trial results, the product is considered feasible to use.

  5. "World of Warcraft" and the Impact of Game Culture and "Play" in an Undergraduate Game Design Course

    ERIC Educational Resources Information Center

    Dickey, Michele D.

    2011-01-01

    During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…

  6. Aligning Game Activity with Educational Goals: Following a Constrained Design Approach to Instructional Computer Games

    ERIC Educational Resources Information Center

    Shelton, Brett E.; Scoresby, Jon

    2011-01-01

    We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…

  7. Game-Informed Learning: Applying Computer Game Processes to Higher Education

    ERIC Educational Resources Information Center

    Begg, Michael; Dewhurst, David; Macleod, Hamish

    2005-01-01

    The term "game-based learning" has emerged as a general name for the use of computer games in education. Despite early work showing rich inferential learning taking place as a result of gameplay, most game-based learning has been geared towards using a game as a host into which curricular content can be embedded. This approach can be problematic,…

  8. Gaming the Game: A Study of the Gamer Mode in Educational Wargaming

    ERIC Educational Resources Information Center

    Frank, Anders

    2012-01-01

    A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…

  9. An Authoring Tool for Educational Adventure Games: Concept, Game Models and Authoring Processes

    ERIC Educational Resources Information Center

    Mehm, Florian; Göbel, Stefan; Steinmetz, Ralf

    2013-01-01

    The genre of educational adventure games is a common and successful choice in game-based learning. The games combine captivating narratives that motivate players to continue playing with game mechanics that are conductive to learning: the gameplay is slow-paced, allowing players to learn at their own pace, and focused on puzzles that can be…

  10. A systematic review of serious games in asthma education.

    PubMed

    Drummond, David; Monnier, Delphine; Tesnière, Antoine; Hadchouel, Alice

    2017-05-01

    Serious games may be useful tools for asthma education. The objectives of this systematic review were to identify the available articles on serious games designed to educate patients and the general public about asthma and to assess their impact on patient's knowledge, behavior, and clinical outcomes related to asthma. PubMed, EMBASE, Cochrane Library, PsychInfo, and Web of Science were systematically searched from January 1980 to December 2015 for studies investigating serious games in asthma education. Two investigators independently assessed studies against inclusion criteria and rated those included on indicators of quality. Investigators extracted data on serious games' content and learning objectives, and on outcomes following Kirkpatrick classification. A total of 12 articles were found to be relevant, describing a total of 10 serious games. All serious games were directed toward children, with eight games for children with asthma and two for school-based intervention. The average Medical Education Research Study Quality Instrument score was 13.9 of 18, which is high. Most of the serious games were associated with high rates of satisfaction and improvement in children's knowledge. Seven studies evaluated the impact of serious games on clinical outcomes and found no significant difference relative to control groups. Although serious games designed for asthma education have evolved with advances in technology, results of their evaluation remained similar across studies, with clear improvements in knowledge but little or no change in behaviors and clinical outcomes. © 2016 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  11. Game Location and Team Quality Effects on Performance Profiles in Professional Soccer

    PubMed Central

    Lago-Peñas, Carlos; Lago-Ballesteros, Joaquin

    2011-01-01

    Home advantage in team sports has an important role in determining the outcome of a game. The aim of the present study was to identify the soccer game- related statistics that best discriminate home and visiting teams according to the team quality. The sample included all 380 games of the Spanish professional men’s league. The independent variables were game location (home or away) and the team quality. Teams were classified into four groups according to their final ranking at the end of the league. The game-related statistics registered were divided into three groups: (i) variables related to goals scored; (ii) variables related to offense and (iii) variables related to defense. A univariate (t-test and Mann-Whitney U) and multivariate (discriminant analysis) analysis of data was done. Results showed that home teams have significantly higher means for goal scored, total shots, shots on goal, attacking moves, box moves, crosses, offsides committed, assists, passes made, successful passes, dribbles made, successful dribbles, ball possession, and gains of possession, while visiting teams presented higher means for losses of possession and yellow cards. In addition, the findings of the current study confirm that game location and team quality are important in determining technical and tactical performances in matches. Teams described as superior and those described as inferior did not experience the same home advantage. Future research should consider the influence of other confounding variables such as weather conditions, game status and team form. Key points Home teams have significantly higher figures for attack indicators probably due to facilities familiarity and crowd effects. The teams’ game-related statistics profile varied according to game location and team quality. Teams described as superior and those described as inferior did not experience the same home advantage. PMID:24150619

  12. Toward a Propensity-Oriented Player Typology in Educational Mobile Games

    ERIC Educational Resources Information Center

    Gholizadeh, Mehran; Taghiyareh, Fattaneh; Alvandkoohi, Saeed

    2018-01-01

    The pivotal role of identifying types of players is inevitable in the game contexts, and educational games are not an exception. This article aims to present a model of player-game interaction in the mobile game-based learning setting regarding the behavioral propensity. This model comprises five different features inherited from the player…

  13. An educational video game for nutrition of young people: Theory and design

    USDA-ARS?s Scientific Manuscript database

    Playing Escape from Diab (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted k...

  14. Integrating an Educational Game in Moodle LMS

    ERIC Educational Resources Information Center

    Minovic, Miroslav; Milovanovic, Milos; Minovic, Jelena; Starcevic, Dusan

    2012-01-01

    The authors present a learning platform based on a computer game. Learning games combine two industries: education and entertainment, which is often called "Edutainment." The game is realized as a strategic game (similar to Risk[TM]), implemented as a module for Moodle CMS, utilizing Java Applet technology. Moodle is an open-source course…

  15. Making Digital Game-Based Learning Work: Domain Knowledge Transparency

    ERIC Educational Resources Information Center

    Wang, Feihong; Burton, John K.

    2010-01-01

    During the past two decades, the popularity of computer and video games has prompted games to be a source of study for educational applications (Dickey, 2007). The most distinguishing characteristic of games is their capability to engage and motivate their players (Kiili, 2005). Educators started to explore game-based learning by testing…

  16. Simulation Gaming: A New Teaching Strategy in Nursing Education

    ERIC Educational Resources Information Center

    Clark, Carolyn Chambers

    1976-01-01

    Defines simulation gaming and differentiates it from role playing. The author suggests that educators need to be aware of its advantages and disadvantages and to know how to evaluate the potential effectiveness of a particular simulation game. An example simulation game is provided, with guidelines for developing more simulation games in nursing.…

  17. Endogenous Fantasy and Learning in Digital Games

    ERIC Educational Resources Information Center

    Habgood, M. P. J.; Ainsworth, S. E.; Benford, S.

    2005-01-01

    Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone, exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning…

  18. Games and Simulations in Informal Science Education. WCER Working Paper No. 2010-14

    ERIC Educational Resources Information Center

    Squire, Kurt; Patterson, Nathan

    2010-01-01

    This paper explores the possibilities and challenges games and simulations pose for informal science education. The authors begin with a brief overview of the recent history of games and games research. They then attempt to clarify the distinctions between games and simulations. Next, they examine types of informal learning…

  19. Developing Competencies by Playing Digital Sports-Games

    ERIC Educational Resources Information Center

    Kretschmann, Rolf

    2010-01-01

    The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…

  20. Young children's video/computer game use: relations with school performance and behavior.

    PubMed

    Hastings, Erin C; Karas, Tamara L; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon

    2009-10-01

    This study examined the amount and content of children's video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child's game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects.

  1. Sparky's Firehouse (Games)

    MedlinePlus

    Parents Educators MENU Home Videos Games & Apps Activities Sparky Firetrucks Parents Educators Firetrucks Videos Games Sparky Apps Activities The name and image of Sparky are registered trademarks ...

  2. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment.

    PubMed

    Fjællingsdal, Kristoffer S; Klöckner, Christian A

    2017-01-01

    Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game's general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined.

  3. Learning the Rules of the Game: The Nature of Game and Classroom Supports When Using a Concept-Integrated Digital Physics Game in the Middle School Science Classroom

    ERIC Educational Resources Information Center

    Stewart, Phillip Michael, Jr.

    2013-01-01

    Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled "Learning Science Through Computer Games and Simulations" (2011). The report recommends moving beyond typical proof-of-concept…

  4. The Effects of the Size and Weight of a Mobile Device on an Educational Game

    ERIC Educational Resources Information Center

    Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Costa, Maria

    2013-01-01

    In this paper, we present an educational game for an iPhone and a Tablet PC. The main objective of the game was to reinforce children's knowledge about the water cycle. The game included different interaction forms like the touch screen and the accelerometer and combined AR mini-games with non-AR mini-games for better gameplay immersion. The main…

  5. Constructible Authentic Representations: Designing Video Games That Enable Players to Utilize Knowledge Developed In-Game to Reason about Science

    ERIC Educational Resources Information Center

    Holbert, Nathan R.; Wilensky, Uri

    2014-01-01

    While video games have become a source of excitement for educational designers, creating informal game experiences that players can draw on when thinking and reasoning in non-game contexts has proved challenging. In this paper we present a design principle for creating educational video games that enables players to draw on knowledge resources…

  6. A Survey of Educational Games as Interaction Design Tools for Affective Learning: Thematic Analysis Taxonomy

    ERIC Educational Resources Information Center

    Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T.

    2018-01-01

    A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…

  7. Using a Fine-Grained Multiple-Choice Response Format in Educational Drill-and-Practice Video Games

    ERIC Educational Resources Information Center

    Beserra, Vagner; Nussbaum, Miguel; Grass, Antonio

    2017-01-01

    When using educational video games, particularly drill-and-practice video games, there are several ways of providing an answer to a quiz. The majority of paper-based options can be classified as being either multiple-choice or constructed-response. Therefore, in the process of creating an educational drill-and-practice video game, one fundamental…

  8. Examining the Effects of Combining Self-Explanation Principles with an Educational Game on Learning Science Concepts

    ERIC Educational Resources Information Center

    Hsu, Chung-Yuan; Tsai, Chin-Chung

    2013-01-01

    Educational researchers have indicated that although computer games have the potential to promote students' motivation and engagement, the work on how to design effective games that fulfil educational purposes is still in its infancy. This study aimed to examine how integration of self-explanation into a computer game affected primary schoolers'…

  9. Mobile Game-Based Learning in Secondary Education: Engagement, Motivation and Learning in a Mobile City Game

    ERIC Educational Resources Information Center

    Huizenga, J.; Admiraal, W.; Akkerman, S.; Dam, G. ten

    2009-01-01

    Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated…

  10. Comparative analysis of video processing and 3D rendering for cloud video games using different virtualization technologies

    NASA Astrophysics Data System (ADS)

    Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos

    2014-05-01

    This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.

  11. Effectiveness of a serious game for medical education on insulin therapy: a pilot study.

    PubMed

    Diehl, Leandro A; Gordan, Pedro A; Esteves, Roberto Z; Coelho, Izabel C M M

    2015-10-01

    We report the preliminary assessment of InsuOnline©, a serious game designed for medical education on insulin therapy. We conducted a pilot study with 41 undergraduate medical students and Internal Medicine residents to assess the educational effectiveness of InsuOnline©, as compared to a traditional educational activity (lecture, cases discussion). Knowledge, skills and beliefs on insulin therapy were evaluated by a questionnaire applied before, immediately after, and 3 months after both interventions. Mean knowledge/skills score was improved from 68% to 89% in traditional education group (n = 23; p < 0.001), and from 61% to 90% in game group (n = 18; p < 0.001). After 3 months, mean score decreased (to 80% in traditional education group, and to 78% in game group; p < 0.001 for both) but remained significantly higher than at baseline in both groups (p < 0.001 for both). Although mean score was lower in game group than in traditional education group at baseline (p = 0.04), no difference remained between groups either immediately or 3 months post-intervention. Score increment was better with the game (29%) than with traditional education (21%; p = 0.04). Beliefs improved in the game group only. InsuOnline© is at least as effective as a traditional educational activity for medical education on insulin therapy, and it can a good option for large-scale continuing medical education on diabetes.

  12. Educational Games as a Teaching Tool in Pharmacy Curriculum

    PubMed Central

    Mohamed, Heba Moustafa

    2015-01-01

    The shift in the pharmacist’s role from simply dispensing medications to effective delivery of pharmaceutical care interventions and drug therapy management has influenced pharmacy education.1-3 The educational focus has shifted from basic sciences to clinical and integrated courses that require incorporating active-learning strategies to provide pharmacy graduates with higher levels of competencies and specialized skills. As opposed to passive didactic lectures, active-learning strategies address the educational content in an interactive learning environment to develop interpersonal, communication, and problem-solving skills needed by pharmacists to function effectively in their new roles.4-6 One such strategy is using educational games. The aim of this paper is to review educational games adopted in different pharmacy schools and to aid educators in replicating the successfully implemented games and overcoming deficiencies in educational games. This review also highlights the main pitfalls within this research area. PMID:26089568

  13. Educational Games as a Teaching Tool in Pharmacy Curriculum.

    PubMed

    Aburahma, Mona Hassan; Mohamed, Heba Moustafa

    2015-05-25

    The shift in the pharmacist's role from simply dispensing medications to effective delivery of pharmaceutical care interventions and drug therapy management has influenced pharmacy education.(1-3) The educational focus has shifted from basic sciences to clinical and integrated courses that require incorporating active-learning strategies to provide pharmacy graduates with higher levels of competencies and specialized skills. As opposed to passive didactic lectures, active-learning strategies address the educational content in an interactive learning environment to develop interpersonal, communication, and problem-solving skills needed by pharmacists to function effectively in their new roles.(4-6) One such strategy is using educational games. The aim of this paper is to review educational games adopted in different pharmacy schools and to aid educators in replicating the successfully implemented games and overcoming deficiencies in educational games. This review also highlights the main pitfalls within this research area.

  14. Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes Education.

    PubMed

    Baghaei, Nilufar; Nandigam, David; Casey, John; Direito, Artur; Maddison, Ralph

    2016-08-01

    Traditionally, diabetes education has relied on written materials, with limited resources available for children with diabetes. Mobile games can be effective and motivating tools for the promotion of children's health. In our earlier work, we proposed a novel approach for designing computer games aimed at educating children with diabetes. In this article, we apply our game design to a mobile Android game (Mario Brothers). We also introduce four heuristics that are specifically designed for evaluating the mobile game, by adapting traditional usability heuristics. Results of a pilot study (n = 12) to evaluate gameplay over 1-week showed that the children found the game engaging and improved their knowledge of healthy diet and lifestyle.

  15. Media Education and Video Games: An Action-Research Project with Adolescents in an Out-of-school Educational Context

    ERIC Educational Resources Information Center

    Felini, Damiano

    2008-01-01

    Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…

  16. eBug--teaching children hygiene principles using educational games.

    PubMed

    Kostkova, Patty; Farrell, David; de Quincey, Ed; Weinberg, Julius; Lecky, Donna; McNulty, Cliodna

    2010-01-01

    Technology enhanced education has been recently established as a new approach for all stages of education. However, among these new IT media it is computer games playing the central role in delivering education in particular to children and teenagers, however, real world sound evaluation is often given little attention. The EU funded e-Bug project developed web games aimed at children to teach basic principles of prudent antibiotics use, hand and respiratory hygiene and aims to reinforces an awareness of microbes, hand and respiratory hygiene among junior and senior school children in 10 countries in Europe. An educational pack implemented in schools across Europe is complemented by Internet web games for two age groups teaching a set of learning objectives (LOs) using a fast and interactive platform game design for junior children and investigate detective games based on PBL principles for senior children. In this paper, we present the design of e-Bug junior and senior games and evaluation results.

  17. Factors Affecting Teachers' Adoption of Educational Computer Games: A Case Study

    ERIC Educational Resources Information Center

    Kebritchi, Mansureh

    2010-01-01

    Even though computer games hold considerable potential for engaging and facilitating learning among today's children, the adoption of modern educational computer games is still meeting significant resistance in K-12 education. The purpose of this paper is to inform educators and instructional designers on factors affecting teachers' adoption of…

  18. Game Theory and Educational Policy: Private Education Legislation in China

    ERIC Educational Resources Information Center

    Law, Wing-Wah; Pan, Su-Yan

    2009-01-01

    This article presents a game theory analysis of legislating private education in China, based on set of primary and secondary documents related to this issue. The article argues that shaping educational legislation is a dynamic, repeated game of negotiation, cooperation, and/or competition on multiple occasions among various interested actors,…

  19. EPIC: A Framework for Using Video Games in Ethics Education

    ERIC Educational Resources Information Center

    Schrier, Karen

    2015-01-01

    Ethics education can potentially be supplemented through the use of video games. This article proposes a novel framework (Ethics Practice and Implementation Categorization [EPIC] Framework), which helps educators choose games to be used for ethics education purposes. The EPIC Framework is derived from a number of classic moral development,…

  20. Simulation Games in Production Management Education--A Review. Department of Management Systems Research Report Series.

    ERIC Educational Resources Information Center

    Basnet, C.

    Some 40 years after the inception of management simulation games, the effectiveness of games in management education/training remains unclear. Despite the lack of consensus regarding the teaching and grading methods to be used in conjunction with such games, it is clear that well-conducted simulation games can provide excellent experiential…

  1. Toward an Analysis of Video Games for Mathematics Education

    ERIC Educational Resources Information Center

    Offenholley, Kathleen

    2011-01-01

    Video games have tremendous potential in mathematics education, yet there is a push to simply add mathematics to a video game without regard to whether the game structure suits the mathematics, and without regard to the level of mathematical thought being learned in the game. Are students practicing facts, or are they problem-solving? This paper…

  2. Changing the Game: What Happens when Video Games Enter the Classroom?

    ERIC Educational Resources Information Center

    Squire, Kurt

    2005-01-01

    Over the past few years, games have gone from social pariahs to the darlings of the media, technology, and now educational industries. E-learning educators in particular stand to learn a lot about building next-generation learning environments from games. While online courses are usually little more than "online course notes," games offer entire…

  3. Improving the Design of a Learning Game through Intrinsic Integration and Playtesting

    ERIC Educational Resources Information Center

    Denham, André R.

    2016-01-01

    Designing and developing games for learning is a difficult endeavor. Educational game designers must not only make an engaging and motivating game, but must also ensure that learning takes place as a result of gameplay. Educational researchers have sought to define design principles in order to lessen the difficulty involved with game design. In…

  4. Girls and Gaming: A Summary of the Research with Implications for Practice

    ERIC Educational Resources Information Center

    Agosto, Denise E.

    2004-01-01

    Over the last two decades, the topic of gender and computer gaming has generated much research interest. Researchers have examined a number of related issues, including the relative frequency with which girls and boys use computer games, the educational benefits of gaming and the types of educational games that appeal to girls. This article…

  5. PHYSICAL EDUCATION ACTIVITIES FOR THE ELEMENTARY SCHOOL.

    ERIC Educational Resources Information Center

    SMALLEY, JEANNETTE

    PHYSICAL EDUCATION ACTIVITIES FOR USE IN GRADES ONE THROUGH SIX ARE ENUMERATED AND DESCRIBED IN THIS MANUAL. UNITS OF THE MANUAL WHICH ARE CONCERNED WITH SIDEWALK GAMES, SCHOOLROOM GAMES, BALL GAMES FOR GRADES ONE AND TWO, STUNTS AND STUNT GAMES, AND GAMES OF LOW ORGANIZATION ARE PRESENTED IN A FORMAT WHICH CONSISTS OF (1) A LISTING OF CRITERIA BY…

  6. Reimagining Game Design: Exploring the Design of Constructible Authentic Representations for Science Reasoning

    ERIC Educational Resources Information Center

    Holbert, Nathan Ryan

    2013-01-01

    Video games have recently become a popular space for educational design due to their interactive and engaging nature and the ubiquity of the gaming experience among youth. Though many researchers argue video games can provide opportunities for learning, educational game design has focused on the classroom rather than the informal settings where…

  7. K-12 Teachers Encounter Digital Games: A Qualitative Investigation of Teachers' Perceptions of the Potential of Digital Games for K-12 Education

    ERIC Educational Resources Information Center

    Dickey, Michele D.

    2015-01-01

    The purpose of this study is to investigate teachers' perceptions of the integration of digital games for K-12 education. Specifically, this qualitative investigation focuses on reflective dialogued gathered from a group of K-12 educators about their experiences and perceptions of learning about and playing digital games for teaching and learning.…

  8. A Procedural Content Generation-Based Framework for Educational Games: Toward a Tailored Data-Driven Game for Developing Early English Reading Skills

    ERIC Educational Resources Information Center

    Hooshyar, Danial; Yousefi, Moslem; Lim, Heuiseok

    2018-01-01

    Automated content generation for educational games has become an emerging research problem, as manual authoring is often time consuming and costly. In this article, we present a procedural content generation framework that intends to produce educational game content from the viewpoint of both designer and user. This framework generates content by…

  9. Integrating Serious Games in the Educational Experience of Students with Intellectual Disabilities: Towards a Playful and Integrative Model

    ERIC Educational Resources Information Center

    Saridaki, Maria; Mourlas, Constantinos

    2013-01-01

    The purpose of this paper is to present a series of observations made by researchers and educators on the integration of serious games in the educational experience of users with intellectual disabilities (ID). Data were gathered from four different studies and different games were used, in order to identify a successful model of games based…

  10. An Educational Tool for Teaching Medication History Taking to Pharmacy Students

    PubMed Central

    Elliott, Jennifer; Stanton, Melonie L.; Doty, Randell

    2013-01-01

    Objective. To implement and evaluate the use of a situated-learning experience to prepare second-year pharmacy students to conduct medication history interviews in preparation for introductory pharmacy practice experiences (IPPE) at ambulatory clinic sites. Design. Second-year doctor of pharmacy (PharmD) students (n=200) used the Medication Mysteries Infinite Case Tool, a game-like educational tool in which groups of 3 students assumed the roles of pharmacist, patient, and observer and rolled a die and drew cards to determine the drugs, patient personality, medication problems, and other variables that guided a medication history taking session. Assessment. After the laboratory session, faculty members assessed students’ medication history-taking skills. One hundred sixteen (58%) and 78 (39%) of 200 students achieved excellence or competence, respectively, on the final assessment. Two weeks after the assessment, 53 of 200 (26.5%) students completed a survey instrument. The respondents indicated that their self-confidence in conducting medical history taking significantly improved following completion of the learning experience. Conclusion. Using the Medication Mysteries Infinite Case Tool increased students’ confidence and skills in conducting medication history taking prior to their clinical IPPE experience. PMID:23788816

  11. Young Children’s Video/Computer Game Use: Relations with School Performance and Behavior

    PubMed Central

    Hastings, Erin C.; Karas, Tamara L.; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon

    2011-01-01

    This study examined the amount and content of children’s video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child’s game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects. PMID:19742374

  12. Gamification and serious games for personalized health.

    PubMed

    McCallum, Simon

    2012-01-01

    Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health providers, governments, and educators, all use computer games. This paper focuses on Games for Health, discussing the range of areas and approaches to developing these games. We extend a taxonomy for Games for Health, describe a case study on games for dementia sufferers, and finally, present some challenges and research opportunities in this area.

  13. Engagement states and learning from educational games.

    PubMed

    Deater-Deckard, Kirby; Chang, Mido; Evans, Michael E

    2013-01-01

    Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on educational game development and research on the role of various aspects of engagement on game play and learning. Emphasis is placed on individual differences in attention, memory, motor speed and control, persistence, and positive and negative affect (approach/avoidance), and how these pertain to social cognitions regarding mathematics achievement. Our challenge is to develop educational games that are effective for a wide variety of student engagement states. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  14. Assessing Game Experiences

    ERIC Educational Resources Information Center

    Gaydos, Matthew; Harris, Shannon; Squire, Kurt

    2016-01-01

    Player responses to a brief survey gauging their understanding of content after playing an educational game, "Virulent," are presented. Response accuracy was higher for picture-based questions than text-based questions, despite the presentation of both within the game. Given that games may present educational content in multiple ways…

  15. Playing interprofessional games: reflections on using the Interprofessional Education Game (iPEG).

    PubMed

    Joseph, Sundari; Diack, Lesley

    2015-05-01

    This report explores the relevance of gaming in IPE curriculum design with the use of the Interprofessional Education Game (iPEG) as an activity aimed to achieve positive interprofessional learning outcomes for students. It was designed to enable the understanding of professional roles and responsibilities in patient/client care settings. We provide a description of its implementation and evaluation with first year student cohorts (900+ per cohort) over a 3-year period within an established interprofessional education (IPE) programme. The game encapsulates fun and memorable learning styles to explore professional stereotypes and team approaches to care delivery. It can be a valuable teaching tool for those designing IPE curriculum. Evaluation data from students and staff were mainly positive. We discuss the use of the game and its potential to be adapted in flexible and creative ways to assist educators in consider incorporating gaming within their own IPE programmes.

  16. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment

    PubMed Central

    Fjællingsdal, Kristoffer S.; Klöckner, Christian A.

    2017-01-01

    Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game’s general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined. PMID:28701988

  17. Research Ethics Education in the STEM Disciplines: The Promises and Challenges of a Gaming Approach.

    PubMed

    Briggle, Adam; Holbrook, J Britt; Oppong, Joseph; Hoffmann, Joesph; Larsen, Elizabeth K; Pluscht, Patrick

    2016-02-01

    While education in ethics and the responsible conduct of research (RCR) is widely acknowledged as an essential component of graduate education, particularly in the STEM disciplines (science, technology, engineering, and math), little consensus exists on how best to accomplish this goal. Recent years have witnessed a turn toward the use of games in this context. Drawing from two NSF-funded grants (one completed and one on-going), this paper takes a critical look at the use of games in ethics and RCR education. It does so by: (a) setting the development of research and engineering ethics games in wider historical and theoretical contexts, which highlights their promise to solve important pedagogical problems; (b) reporting on some initial results from our own efforts to develop a game; and (c) reflecting on the challenges that arise in using games for ethics education. In our discussion of the challenges, we draw out lessons to improve this nascent approach to ethics education in the STEM disciplines .

  18. [Health education for puerperal women in neonatal rooming-in: knowledge acquisition with an educational game].

    PubMed

    Fonseca, Luciana Mara Monti; Scochi, Carmen Gracinda Silvan; de Mello, Débora Falleiros

    2002-01-01

    The study aims at verifying knowledge acquisition through health education activities mediated by the use of an educational game on breast-feeding and basic care provided to the newborn, in rooming-in. Study accomplished at a philanthropic maternity of Ribeirão Preto-SP. Educational activities were accomplished in group, coordinated by the nurse, using board game. Through structured interview guided by a route before and after-game, the authors verified the knowledge acquisition, classifying the answers in insufficient (0-4), regular (5-9), good (10-14) and excellent (15-20). Of the mothers' previous knowledge, 16.7% of answers were excellent increasing for 77.8% after participation in the educational activity. They concluded that the game constituted in appropriate strategy to facilitate change of experiences between puerperas and the development of the health education through ludic-pedagogical activities.

  19. Serious games for health: three steps forwards.

    PubMed

    Drummond, David; Hadchouel, Alice; Tesnière, Antoine

    2017-01-01

    Serious games are educational tools which are more and more used in patient and health professional education. In this article, we discuss three main points that developers and educators need to address during the development of a serious game for health. We first explain how to develop motivating serious games by finding a point where the intrinsic and extrinsic motivations of end users can converge. Then, we propose to identify the features of serious games which enhance their learning effectiveness on the basis of a framework derived from cognitive science and called "the four pillars of learning." Finally, we discuss issues and solutions related to the evaluation of serious games.

  20. The (De-)Evolution of Evolution Games: A Content Analysis of the Representation of Evolution through Natural Selection in Digital Games

    ERIC Educational Resources Information Center

    Leith, Alex P.; Ratan, Rabindra A.; Wohn, Donghee Yvette

    2016-01-01

    Given the diversity and complexity of education game mechanisms and topics, this article contributes to a theoretical understanding of how game mechanisms "map" to educational topics through inquiry-based learning. Namely, the article examines the presence of evolution through natural selection (ENS) in digital games. ENS is a…

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