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Showing 1 to 15 of 58 results Save | Export
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Giancarlo Vecchi – Teaching Public Administration, 2025
The objective of the paper is to present the structure and contents of the Urban Innovation scenario, part of the P-Cube educational digital game. The first sections develop the main elements that characterize the debate on the urban and metropolitan areas, from which the P-Cube drew the basis for the development of the game's missions. These…
Descriptors: Educational Games, Video Games, Game Based Learning, Public Policy
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Katerina Trcková; Roman Maršálek; Zuzana Václavíková – Journal of Chemical Education, 2024
The article describes a mini-escape game with an environmental theme. The game was prepared using LearningApps and Google Slides. The mini-escape game comprised 7 subactivities: Crossword, Matching Pairs, Multiple-Choice Quiz, Cloze Test, Word Grid, Group Assignment, and Freetext Input. Through completion of these subactivities, students gradually…
Descriptors: Game Based Learning, Computer Games, Science Instruction, Chemistry
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Jonathan Kamkhaji; Erica Melloni; Gaia Taffoni; Cristina Mihaela Vasilescu – Teaching Public Administration, 2025
The P-Cube game aims to help students learn about how decisions are taken in the public sphere. The challenge posed by P-Cube is to translate the complexity of public decisional arenas into synthetic and realistic cases translated into digital games. The P-Cube cases have been used among university courses during the prototype phase; students and…
Descriptors: Public Administration, College Students, Educational Technology, Video Games
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Patrick Cafferty – HAPS Educator, 2025
Office hours are a widely used, optional form of academic support that allow students to meet with their instructors outside of class time. Despite evidence that students benefit from student-faculty interactions, instructors broadly report that office hour attendance is poor. This article describes the implementation of a weekly "Alternative…
Descriptors: Undergraduate Students, Student Participation, College Faculty, Academic Support Services
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
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Cherry, Jessica – Communication Teacher, 2023
Having conversations about death and dying can be very difficult to initiate and engage in with others. The following activity, based on the card game The Death Deck, was designed to encourage students to engage with others about difficult conversations surrounding death and dying. The activity provides students with questions and prompts that…
Descriptors: Death, Learning Activities, Interpersonal Communication, Educational Games
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
This report shares findings from EDC's evaluation study of "Cha-Ching Money Adventures." "Cha-Ching" is an interactive learning game that introduces 7- to 10-year-olds to fundamental financial concepts and fosters family dialogue about financial decisions. The authors found that the game was engaging for eight- and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
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David Tomczyk; Atul Teckchandani – Management Teaching Review, 2025
Despite the many theories supporting experiential learning, there is little guidance on how to design effective experiential exercises. To address this gap, we adapt insights from gamification research to devise a step-by-step process that management instructors may use to design effective experiential exercises for use in face-to-face and virtual…
Descriptors: Experiential Learning, Gamification, In Person Learning, Electronic Learning
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Pattie P. Gonsalves; Salik Ansari; Clio Berry; Faith Gonsalves; Sonaksha Iyengar; Priyambada Kashyap; Dhriti Mittal; Sweta Pal; Eshita Razdan; Daniel Michelson – Health Education Journal, 2025
Background: Youth-focused co-design, involving active collaboration between researchers, designers, clinicians and end users, is essential for enhancing the acceptability, feasibility and effectiveness of digital mental health interventions (DMHIs). However, most literature on co-design comes from high-income countries and offers limited…
Descriptors: Cooperative Planning, Mental Health, Intervention, Design
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Osborne, Richole; Egan, Cate A. – Journal of Physical Education, Recreation & Dance, 2023
Recess is ideal for students to accumulate recommended physical activity minutes and work on social-emotional learning skills. However, many students fail to meet national physical activity guidelines, and recess is often withheld from students for a myriad of reasons, including behavioral issues. Helping students build social-emotional skills and…
Descriptors: Recess Breaks, Physical Activity Level, Social Emotional Learning, Games
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Backman, Ylva; Gardelli, Viktor; Parnes, Peter – Designs for Learning, 2022
In this paper, we describe technological advances for supporting persons with aphasia in philosophical dialogues about personally relevant and contestable questions. A computer game-based application for iPads is developed and researched through Living Lab inspired workshops in order to promote the target group's communicative participation during…
Descriptors: Aphasia, Computer Games, Handheld Devices, Telecommunications
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Rychkova, Anastasia; Korotkikh, Alexey; Mironov, Andrey; Smolin, Artem; Maksimenko, Nadezhda; Kurushkin, Mikhail – Journal of Chemical Education, 2020
Orbital Battleship, published in 2016 in this "Journal," is a hands-on competitive exercise which has been shown to be an efficient tool to reinforce the knowledge of the atomic structure. We decided to give it a more futuristic look and are presenting VR Orbital Battleship, a completely immersive collaborative experience which, in…
Descriptors: Science Instruction, Computer Simulation, Educational Technology, Educational Games
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Moon, Tyler; Abegaz, Tamirat; Payne, Bryson; Salimi, Abi – Journal of Cybersecurity Education, Research and Practice, 2020
Several research findings indicate that basic cyber hygiene can potentially deter the majority of cyber threats. One of the ways cybersecurity professionals can prepare users to ensure proper hygiene is to help them develop their ability to spot the difference between normal and abnormal behavior in a computer system. Malware disrupts the normal…
Descriptors: Information Security, Game Based Learning, Computer Security, Knowledge Level
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Aisyah Saad Abdul Rahim – Journal of Chemical Education, 2023
Educational escape rooms are immersive puzzle-based games that rely on teamwork skills in problem-solving, critical thinking, and communication. This paper describes the development of desert island themed escape rooms in a blended learning environment using physical and online puzzles that were hosted on Genially. The blended escape rooms were…
Descriptors: Game Based Learning, Puzzles, Teamwork, Problem Solving
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Rachel F. Adler; Devorah Kletenik – Journal of Postsecondary Education and Disability, 2023
While more universities are including IT accessibility in their computer science programs for undergraduate and graduate students, there is little accessibility training available for K-12 teachers. We created an intervention through which postsecondary students had opportunities to experience five computer games with a simulated impairment…
Descriptors: Elementary Secondary Education, Postsecondary Education, Computer Science Education, College Students
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