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Showing 1 to 15 of 18 results Save | Export
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Pumudu A. Fernando; H. K. Salinda Premadasa – Educational Technology & Society, 2024
Children born after 2010 are labelled as members of Generation Alpha, who currently pursue their primary education. Gamification and game-based learning methodologies have gained popularity in the global education sector in the recent past. The goal of this study is to investigate the present state of adopting gamification and game-based learning…
Descriptors: Gamification, Game Based Learning, Literature Reviews, Elementary School Students
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James Russo; Toby Russo – Mathematics Teacher Education and Development, 2025
Mathematical games are widely used in primary school classrooms, yet the activities that are labelled as "games" vary considerably in their structure, cognitive demands, and potential to support student reasoning. This conceptual paper offers a typology that distinguishes between pseudo-games, superficial games, gamification, and…
Descriptors: Mathematics Education, Elementary School Mathematics, Gamification, Game Based Learning
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Toby Russo; James Russo – Australian Primary Mathematics Classroom, 2024
Mathematical games can be used to engage learners, promote fluency and deepen conceptual understanding. When considering the level of engagement of students, sometimes a small change can have a large impact. Something as simple as switching dice for cards in a game and, importantly, introducing a 'non-replacement' mechanism to the gameplay, can…
Descriptors: Foreign Countries, Mathematics Instruction, Educational Games, Gamification
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Purvi Shah; Nandini Ajit Gadekar; Steven S. Taylor – Journal of Marketing Education, 2025
Marketing education has undergone a significant shift toward experiential learning and interactive pedagogical approaches. This article demonstrates the potential of educational escape rooms (EERs) as a novel and innovative tool for enhancing student engagement in marketing education. Building on the literature on experiential learning, game-based…
Descriptors: Gamification, Educational Games, Competition, Game Based Learning
Cláudio Farias, Editor; Shane Pill, Editor; Linda Griffin, Editor – Routledge, Taylor & Francis Group, 2025
"Game-Based Approaches in Physical Education: International Applications" presents 22 chapters, including 18 teaching units to be applied in physical education or youth sport, divided into 4 categories of games and an additional category of performance activities. This book combines the pedagogical, academic, and practical knowledge of a…
Descriptors: Physical Education, Game Based Learning, Teaching Styles, Evaluation Methods
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Kevin McCaughey; Rick Rosenberg – English Teaching Forum, 2024
Authors Kevin McCaughey and Rick Rosenberg demonstrate techniques for using board games to stimulate student-centered language practice that is flexible, productive, engaging, and fun. The article includes tips for efficient game play and for using games with a variety of levels and class sizes. The authors show that playing board games for…
Descriptors: Game Based Learning, Second Language Learning, Student Centered Learning, English (Second Language)
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Emily K. Bufmack; Heidy J. Luis-Fuentes; Kayla M. Rivera; Isabelle J. White; Tutita M. Casa – Mathematics Teacher: Learning and Teaching PK-12, 2025
This article describes how the authors developed the activity Speaqual to enable their students to "speak" about the "equal" sign and foster communication of their reasoning. The article explains how to play Speaqual and how the students were thoroughly engaged in a friendly competition, centralizing algebraic concepts and…
Descriptors: Mathematics Education, Game Based Learning, Educational Games, Mathematical Concepts
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Carl-Anton Werner Axelsson; Thomas Nygren; Jon Roozenbeek; Sander van der Linden – Journal of Research on Technology in Education, 2025
Although the serious game "Bad News" has been used to inoculate citizens against misinformation, it has not been formally evaluated in traditional classrooms. We therefore evaluated its impact on 516 upper-secondary Swedish students playing individually, paired, or with the whole class. Results show that students improved their ability…
Descriptors: Foreign Countries, Secondary School Students, Adolescents, Educational Games
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Veronica Membrive, Editor – IGI Global, 2024
"Practices and Implementation of Gamification in Higher Education" is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote…
Descriptors: College Faculty, Gamification, Game Based Learning, Educational Games
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Fátima Monteiro; Armando Sousa – Journal of Applied Research in Higher Education, 2024
Purpose: The purpose of the article is to develop an innovative pedagogic tool: an escape room board game to be played in-class, targeting an introduction to an ethics course for engineering students. The design is student-centred and aims to increase students' appreciation, commitment and motivation to learning ethics, a challenging endeavour for…
Descriptors: Ethics, Engineering Education, Educational Innovation, Teaching Methods
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Lisa Polk – Texas Association for Literacy Education Yearbook, 2024
This article discusses the implementation of interactive literacy approaches that maximize learning for students. Instructional implications are shared along with prospective benefits offered to students when practices are applied. It also provides educators with feasible, generative actions to adapt or incorporate as appropriate to their learning…
Descriptors: Experiential Learning, Literacy, Motivation Techniques, Interdisciplinary Approach
Burçak Çagla Garipagaoglu, Editor – Peter Lang Publishing Group, 2025
Amid climate change, digital transformation, global warming, economic recessions, and rising geopolitical tensions, K-12 and higher education are undergoing a profound transformation. All these remarkable and unsettling changes, along with groundbreaking advancements over the past decade, will undoubtedly impact students' learning trajectories and…
Descriptors: Educational Change, Models, Elementary Secondary Education, Higher Education
Selçuk Alkan, Editor; Gizem Karaali, Editor; Mehtap Tastepe, Editor – Springer, 2025
The aim of this book is to convey to teachers the potential of out-of-school environments for mathematics education. This book is primarily intended to inform teachers about the potential of out-of-school learning environments for mathematics learning/teaching. First of all, these environments will be introduced to teachers. It will be explained…
Descriptors: Mathematics Education, Field Instruction, Secondary School Mathematics, Problem Solving
Javier Muñoz-Basols, Editor; Mara Fuertes Gutiérrez, Editor; Luis Cerezo, Editor – Multilingual Matters, 2025
This volume offers a rich overview of current research and teaching strategies for the integration of technology into language teaching and learning. It introduces the Planning, Personalization and Implementation (PPI) methodological framework to support educators in engaging with the theoretical foundations and innovative practices that should…
Descriptors: Social Media, Artificial Intelligence, Second Language Instruction, Second Language Learning
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Bosede Iyiade Edwards, Editor; Bruno Lot Tanko, Editor; Mustafa Klufallah, Editor; Hassan Abuhassna, Editor; Caleb Chidozie Chinedu, Editor – Lecture Notes in Educational Technology, 2025
This book explores the symbiotic relationship between human learning and machine learning, examining how emerging technologies and human-machine interfaces are reshaping the educational landscape. Organized into four sections with 20 chapters, it provides a multidisciplinary perspective on the dynamic intersection of these twin concepts. Bridging…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Learning
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