Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 3 |
Descriptor
Source
| Journal of Chemical Education | 3 |
Author
| Caterina G. C. Marques Netto | 1 |
| Eloísa Cordoncillo | 1 |
| Héctor Beltrán-Mir | 1 |
| Kaisar Tursyngozhayev | 1 |
| Maria Fortuño-Morte | 1 |
| Nurlan K. Akhmetov | 1 |
| Nusret Kavak | 1 |
| Pablo Serna-Gallén | 1 |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 3 |
Education Level
| Higher Education | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Postsecondary Education | 1 |
| Secondary Education | 1 |
Audience
Location
| Spain | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Kaisar Tursyngozhayev; Nusret Kavak; Nurlan K. Akhmetov – Journal of Chemical Education, 2024
The teaching and learning of chemistry can be challenging due to the complex and abstract nature of the subject matter. Traditional methods of instruction often struggle to engage students and facilitate an understanding of essential chemical concepts. To address this, an innovative card game, "Compound Chain", was developed and…
Descriptors: Chemistry, Science Instruction, Game Based Learning, Games
Pablo Serna-Gallén; Maria Fortuño-Morte; Héctor Beltrán-Mir; Eloísa Cordoncillo – Journal of Chemical Education, 2022
This article presents and discusses the results of an educational innovation that seeks to introduce the world of molecular gastronomy in chemistry lessons as a means to review stoichiometry and offer an alternative way to learn. In the literature to date, there is no evidence of haute cuisine having been employed to contextualize stoichiometry…
Descriptors: Chemistry, Science Instruction, Teaching Methods, Game Based Learning
Caterina G. C. Marques Netto – Journal of Chemical Education, 2022
The COVID-19 pandemic has shifted physical classroom attendance to virtual classes, leading to a more isolated learning process. Even though quarantine has impacted the well-being of all populations, some of them suffered more than others. For instance, teenagers and young adults are at the peak of building their social network and could not…
Descriptors: Game Based Learning, Educational Games, Electronic Learning, Learning Processes

Peer reviewed
Direct link
