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Kaylee Laub; Earl Aguilera – American Journal of Play, 2025
The authors argue that playable fictions and analog game design can be an effective way to engage students in discussions about climate change and related scientific areas of exploration. They offer the example of a middle school climate science education unit grounded in the design, analysis, and play of board games and card games based on a…
Descriptors: Middle School Students, Grade 8, Climate, Science Education
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Sittichai Wichaidit; Manabu Sumida – Science Education International, 2023
The conceptual change approach has been a prevalent theoretical foundation for comprehending students' acquisition of scientific knowledge. Despite its extensive use, only a limited number of studies have employed this framework to examine the effectiveness of game-based learning (GBL). The GBL was utilized to teach 101 middle school students…
Descriptors: Game Based Learning, Instructional Effectiveness, Science Education, Middle School Students
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Elisa Saraiva; Fábio Faria; Célia Ferreira; Maria Manuel Azevedo – Journal of Teacher Education for Sustainability, 2024
There is a consensus that the content of education for sustainability should be integrated into the curriculum, engaging students in activities that promote awareness and practice of sustainability. To achieve this goal, it is essential to adopt a student-centered approach that involves creative, stimulating, and challenging activities. This…
Descriptors: Sustainability, Student Centered Learning, Grade 8, Outdoor Education
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Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
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Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen; Chang, Shao-Chen; Chu, Hui-Chun – Interactive Learning Environments, 2023
In the past decades, collaborative game-based learning has been used to facilitate students' learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students' learning performance and motivation, unequal participation could negatively influence the learning effectiveness of…
Descriptors: Museums, Science Education, Critical Thinking, Competency Based Education
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Hsu, Kuang-Chen; Hsu, YuPing; Olesh, Ryan – AERA Online Paper Repository, 2017
This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' learning performances while also remaining gender equality in science education. Two types of game elements including competition (gamified animation) and cooperation (social gamified animation) were integrated into an…
Descriptors: Educational Games, Educational Technology, Animation, Video Games