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de Souza, Renata Torres Mattos P.; Kasseboehmer, Ana Cla´udia – Journal of Chemical Education, 2022
This paper reports the development of a digital escape room for high school students using Genially, a web-based media platform. The escape room was used to aid understanding of basic concepts in chemistry and mostly enhance students' classes participation during the COVID-19 pandemic. The activity entitled "The thalidomide mystery"…
Descriptors: Science Education, Secondary School Science, Educational Games, High School Students
Genç, Zülfü; Aydemir, Emrah – Interactive Technology and Smart Education, 2015
Purpose: The purpose of this study is to determine whether the use of online puzzles in the instructional process has an effect on student achievement and learning retention. This study examined students ' perception and experiences on use of puzzle as an alternative evaluation tool. To achieve this aim, the following hypotheses were tested: using…
Descriptors: Foreign Countries, Academic Achievement, Retention (Psychology), Puzzles

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