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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
Cailyn N. Dougherty; Michelle Parker – English in Texas, 2023
Video games' popularity has continued to increase from their origins within a niche community to something engaged in by the general public. This field of literacy-making has a plethora of benefits to bridging skills both within and outside of the ELAR classroom for students of various backgrounds and skill sets, including language learners and…
Descriptors: Video Games, Literacy, Language Arts, Game Based Learning
McKinney, Earl, Jr.; Niese, Bethany; Bhatia, Mantek Singh – Journal of Information Systems Education, 2023
Active learning pedagogy has many documented benefits, and while several positive examples of its recent use in STEM classes have led to better performance, greater diversity, more equity, and improved retention of underrepresented student populations, more research in IS and IT classrooms is needed. Most active learning exercises are in a…
Descriptors: Active Learning, Audience Response Systems, Teaching Methods, Data Analysis
McClough, David – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2021
Board games are enjoying increased popularity with thousands of new games introduced annually. The most popular mechanical element of board games is rolling dice and economic topics rank in the top three most common board game themes. The dice game Left, Center, Right employs dice and is easy to learn. This essay presents a variety of social…
Descriptors: Game Based Learning, Social Studies, Teaching Methods, Educational Games
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
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
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
Indriasari, Theresia Devi; Denny, Paul; Lottridge, Danielle; Luxton-Reilly, Andrew – Computer Science Education, 2023
Background and Context: Peer code review activities provide well-documented benefits to students in programming courses. Students develop relevant skills through exposure to alternative coding solutions, producing and receiving feedback, and collaboration with peers. Despite these benefits, low student motivation has been identified as one of the…
Descriptors: Peer Evaluation, Student Motivation, Cooperative Learning, Programming
Chary, Mamatha; McEldoon, Katherine; Churaman, Tanya – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Educational Principles, Learning, Educational Technology, Technology Uses in Education
Stohlmann, Micah – Journal of Mathematics Education at Teachers College, 2021
Game-based learning has received more focus as a way to engage students and increase interest in mathematics. Game-based learning should be integrated with effective practices for teaching mathematics, though these is a need for further research on effective implementation models. The purpose of this article is to describe two modes of game-based…
Descriptors: Game Based Learning, Teaching Methods, Middle School Students, Mathematics Instruction
Cortés, Darwin; Mantilla, César; Prada, Laura – Journal of Economic Education, 2023
The authors adapted a lab-in-the-field experiment emulating the dynamic extraction of a fishery to create a Web-based classroom experiment. The game includes a multi-player version analogous to an open-access problem and a single-player version analogous to the social planner problem. This game is helpful in introductory microeconomics courses to…
Descriptors: Web Based Instruction, Teaching Methods, Elective Courses, Animal Husbandry
Nurmukhamedov, Ulugbek, Ed.; Sadler, Randall, Ed. – TESOL Press, 2020
For young learners to adults, "New Ways in Teaching with Games" offers over 90 fresh activities -- each with video instruction -- that involve play and games that will enrich your EFL and ESL classrooms. This innovative volume: (1) Introduces traditional, online, and commercial games and explains how they can be used to practice…
Descriptors: Teaching Methods, Learning Activities, Video Technology, Play
Reinhardt, Jonathon – New Language Learning and Teaching Environments, 2019
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Ju Seong Lee, Editor; Di Zou, Editor; Michelle Mingyue Gu, Editor – New Language Learning and Teaching Environments, 2024
This edited book explores the integration of technology into English language education, with a particular focus on extracurricular and extramural contexts. The editors and an international team of scholars discuss how English teachers can critically and systematically design and implement language activities inside and outside the classroom to…
Descriptors: Guides, English (Second Language), Second Language Instruction, Second Language Learning
Kyei-Blankson, Lydia, Ed.; Ntuli, Esther, Ed.; Blankson, Joseph, Ed. – IGI Global, 2020
While online courses are said to be beneficial and many reputable brick and mortar higher education institutions are now offering undergraduate and graduate programs online, there is still ongoing debate on issues related to credibility and acceptability. There is some reluctance to teach online and to admit and hire students who have enrolled in…
Descriptors: Student Experience, Online Courses, Electronic Learning, Teaching Methods
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