Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 4 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 4 |
Descriptor
| Critical Thinking | 4 |
| Game Based Learning | 4 |
| Problem Solving | 3 |
| Foreign Countries | 2 |
| Grade 8 | 2 |
| 21st Century Skills | 1 |
| Behavior | 1 |
| COVID-19 | 1 |
| Charter Schools | 1 |
| Civics | 1 |
| Comparative Analysis | 1 |
| More ▼ | |
Source
| Education and Information… | 1 |
| Interactive Learning… | 1 |
| International Journal of… | 1 |
| International Journal of… | 1 |
Author
| Alicia Layne | 1 |
| Chang, Shao-Chen | 1 |
| Chu, Hui-Chun | 1 |
| Gwo-Jen Hwang | 1 |
| Hsin Huang | 1 |
| Hsu, Tien-Yu | 1 |
| Hui-Yun Chen | 1 |
| Hwang, Gwo-Jen | 1 |
| Joshua M. Patterson | 1 |
| Liang, Hsin-Yi | 1 |
| Penelope DeFreitas | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 4 |
| Reports - Research | 4 |
| Tests/Questionnaires | 4 |
Education Level
| Secondary Education | 3 |
| Elementary Education | 2 |
| Grade 8 | 2 |
| High Schools | 2 |
| Junior High Schools | 2 |
| Middle Schools | 2 |
| Grade 7 | 1 |
| Grade 9 | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Gwo-Jen Hwang; Hsin Huang; Hui-Yun Chen – Education and Information Technologies, 2025
Enhancing students' civic literacy is considered an essential educational goal in the 21st century. Therefore, in the teaching process, how to provide students with opportunities to solve problems and how to provide immediate feedback to help students make correct decisions when facing real problems are important and challenging issues. Digital…
Descriptors: Civics, Positive Attitudes, Learning Processes, Behavior
Joshua M. Patterson – International Journal of Game-Based Learning, 2024
Numerous video games marketed entirely for entertainment purposes, also known as commercial, off-the-shelf (COTS) titles, can serve as an effective tool for teaching students complicated skills such as executive functioning, hypothesis testing, and critical analysis. In this phenomenological case study, I outline a pedagogical approach that…
Descriptors: High School Students, Charter Schools, Game Based Learning, Video Games
Penelope DeFreitas; Alicia Layne – International Journal of Computer Science Education in Schools, 2023
The Guyanese Girls Code (GGC) training program, established in 2018, is aimed at increasing female participation in ICT. As a result of the COVID-19 pandemic, the program shifted to virtual operations to ensure the safety of participants and instructors. This presented an opportunity to contribute to the growing body of research that has been…
Descriptors: Females, Information Technology, Preadolescents, Early Adolescents
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

Peer reviewed
Direct link
