Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 4 |
| Since 2017 (last 10 years) | 7 |
| Since 2007 (last 20 years) | 7 |
Descriptor
| Class Activities | 7 |
| Educational Games | 7 |
| Game Based Learning | 7 |
| Teaching Methods | 4 |
| Outcomes of Education | 3 |
| College Students | 2 |
| Flipped Classroom | 2 |
| Learner Engagement | 2 |
| Self Determination | 2 |
| Student Motivation | 2 |
| Active Learning | 1 |
| More ▼ | |
Source
| American Biology Teacher | 1 |
| British Journal of… | 1 |
| British Journal of Music… | 1 |
| Composition Forum | 1 |
| Journal of Technology and… | 1 |
| Management Teaching Review | 1 |
| Perspectives of the ASHA… | 1 |
Author
| Brackenbury, Tim | 1 |
| Elizabeth Caravella | 1 |
| Francis Ward | 1 |
| González-Gómez, David | 1 |
| Jeong, Jin Su | 1 |
| Joseph M. Niederhauser | 1 |
| Kopf, Lisa | 1 |
| Matthew L. Reid | 1 |
| Meisel, Steven I. | 1 |
| Plump, Carolyn M. | 1 |
| Rachael Byrne | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 7 |
| Reports - Research | 3 |
| Reports - Descriptive | 2 |
| Guides - Classroom - Teacher | 1 |
| Information Analyses | 1 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 6 |
| Postsecondary Education | 6 |
| Elementary Education | 1 |
Audience
| Teachers | 1 |
Location
| Spain | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Matthew L. Reid; Joseph M. Niederhauser – American Biology Teacher, 2025
We describe the use of the popular board game "Wingspan" in a first-year seminar course at an undergraduate liberal arts institution. We discuss implementation of the game in the classroom, classroom activities and assessments, and associated field activities. We also share student survey data on effective use of "Wingspan" to…
Descriptors: Biology, Science Instruction, Liberal Arts, Institutional Characteristics
Brackenbury, Tim; Kopf, Lisa – Perspectives of the ASHA Special Interest Groups, 2022
Purpose: Serious games and gamification are evidence-based forms of game-based learning that facilitate student/client instruction. Serious games are activities that directly incorporate educational content into games; gamification integrates characteristics of games into nongame activities. They both promote learning by increasing students'…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Communication Disorders
Elizabeth Caravella – Composition Forum, 2023
Responding to the call for embracing mêtis in the classroom, this piece puts scholarship on embodiment and emergent gameplay in conversation with one another to explore a potential means of cultivating "mêtic" intelligence in the composition classroom by empirically examining how the open world game "The Legend of Zelda: Breath of…
Descriptors: Rhetorical Theory, Rhetoric, Writing (Composition), Class Activities
Rachael Byrne; Regina Murphy; Francis Ward; Una McCabe – British Journal of Music Education, 2024
Playful practices have been linked to increased motivation, engagement, learning and skill development. However, limited research has explored what playful music learning might look like for primary schools, and how teachers might incorporate a range of playful music practices within their classrooms. Our conceptual model for playful music…
Descriptors: Music Education, Play, Skill Development, Learner Engagement
Plump, Carolyn M.; Meisel, Steven I. – Management Teaching Review, 2020
A constant challenge for faculty is to gain and to hold student interest so that substantive learning can occur. One way to achieve this is through the use of games. This article describes an escape room activity for the classroom that is modeled after commercial escape rooms. This fun, single-session team dynamics exercise can be used in an…
Descriptors: Game Based Learning, Learner Engagement, Retention (Psychology), College Students
Sailer, Michael; Sailer, Maximilian – British Journal of Educational Technology, 2021
For higher education, the question of how in-class activities can be supported in large lectures is of great relevance. This paper suggests a gamified flipped classroom approach to address this challenge. In an experimental study, N = 205 educational science students performed either gamified in-class activities using a gamified quiz with points…
Descriptors: Higher Education, Game Based Learning, Educational Games, Class Activities
Yllana Prieto, Félix; Jeong, Jin Su; González-Gómez, David – Journal of Technology and Science Education, 2021
In recent times, there has been growing disinterest by students in STEM disciplines (science, technology, engineering, and mathematics). This trend is especially acute in those students who do not take STEM content during their secondary or high school education. This disinterest might be conditioned by negative emotions towards science developed…
Descriptors: STEM Education, Educational Games, Computer Simulation, Game Based Learning

Peer reviewed
Direct link
