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Gihan S. Edirisinghe; Maria A. M. Trindade; Lan Luo – Decision Sciences Journal of Innovative Education, 2024
The COVID-19 pandemic forced instruction into remote formats, rendering active learning efforts in business classrooms infeasible. In response, we adopt a novel model for interactive classroom activities by hosting classroom games on Google Sheets, the free and widely used cloud-based spreadsheet application. First developed for a synchronous Zoom…
Descriptors: Internet, Computer Software, Interaction, Computer Mediated Communication
Xiao Li; Marc Mun~iz; Karlun Chun; Jonathan Tai; Francesca Guerra; Darrin M. York – Journal of Chemical Education, 2022
We report a new online suite of tools that enables inquiry-based active-learning activities to develop students' representational competence about atomic orbitals. Orbital Explorer is a Web site for the visualization and interactive investigation of atomic orbital properties. Orbital Explorer contains two integrated tools, namely, Atomic Orbital…
Descriptors: Chemistry, Active Learning, Inquiry, Educational Games
Lebrón, Mariana J.; Lasley, Joe – New Directions for Student Leadership, 2022
Games aren't just useful products, the process of creating games is playful and full of learning potential. This article builds upon a discussion of game-based learning as a cyclical, iterative process that includes motivation, action, and feedback by taking the discussion of the activity of creating games as learning activity. Leadership students…
Descriptors: Games, Design, Leadership, Game Based Learning
Bisz, Joe; Mondelli, Victoria L. – Teachers College Press, 2023
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: (1) Ask where to apply the play; (2) List the mental moves;…
Descriptors: Design, Active Learning, Educational Games, Game Based Learning
Heng-Sheng Lin; Chih-Yun Chiang; Cheng-Wei Huang; Chao-Cian Wu; Shuo-Jun Hong – International Journal of Game-Based Learning, 2025
Taiwanese students learn Chinese from 3 years old using Bopomofo (Zhuyin Fuhao), but they still struggle with spelling and reading, even in middle school. Thus, we guided students still struggling to read Chinese text to use their logical skills and creativity to incorporate the Bopomofo phonetic alphabet into the Rummikub strategy board game.…
Descriptors: Foreign Countries, Learning Motivation, Active Learning, Feedback (Response)
Isaiah T. Awidi; Jonas Quashie Klutsey – Technology, Knowledge and Learning, 2025
This research examines the effect of critical reflection activities in an educational environment that uses active and blended learning experiences for students to develop confidence, motivation, and engagement with their learning. A mixed-methods research approach was adopted on a sample of 137 Communications and Media students, who were involved…
Descriptors: College Students, Self Esteem, Student Motivation, Learner Engagement
Rachel M. Doughty – Journal of Chemical Education, 2024
Escape rooms are making their way into the chemistry classroom as a learning tool. However, escape rooms require a large amount of preparation and setup, and they are only novel and exciting for a single play-through. For escape room games to be incorporated into multiple class periods, they must be streamlined for reuse. In this work, I introduce…
Descriptors: Problem Solving, Educational Games, Learning Activities, Chemistry
Xiao Li; Marc Mun~iz; Karlun Chun; Jonathan Tai; Francesca Guerra; Darrin M. York – Journal of Chemical Education, 2022
Atomic orbitals represent an essential construct used to develop chemical bonding models, upon which other more advanced chemistry topics are built. In this article, we share a series of active-learning activities and a gamified approach to develop students' representational competence about atomic orbitals and to engage students in learning the…
Descriptors: Learner Engagement, Chemistry, Science Instruction, Active Learning
Kong, Nan – INFORMS Transactions on Education, 2019
With widening application of systems modeling and simulation in healthcare industry, relevant courses have been created in many undergraduate biomedical engineering curricula to address the need in workforce development. However, it is challenging to teach systems modeling and simulation and effective teaching is demanded. To answer the call, I…
Descriptors: Educational Games, Teaching Methods, Biomedicine, Engineering Education
Kane, Imogen; Hansen, Jeffrey; Lewis, Robert – Advances in Physiology Education, 2022
The physiology of respiration is a challenging subject for many medical students. To assist students, we have developed an active learning game that physically places students within a model outlining the respiratory control pathway. Participants were provided with a vodcast describing the physiology of respiratory control and instructed to view…
Descriptors: Medical Students, Undergraduate Students, Medical Education, Educational Games
Conner, Christopher T.; Baxter, Nicholas M. – Teaching Sociology, 2022
In this article, we report on the implementation of using the game Werewolf as a student-centered applied-learning activity to teach symbolic interaction theory and concepts. Engaging with symbolic interaction theory can be a powerful experience for students due to its potential to challenge taken-for-granted assumptions and analyze students'…
Descriptors: Games, Role Playing, Student Centered Learning, Undergraduate Students
Somkiat Kongthanajindasiri; Manop Sungkaew; Benchaporn Sawangsri – Journal of Education and Learning, 2025
In this study, we aimed to develop an active play learning model to enhance cognitive thinking skills in elementary school students. We employed a qualitative research methodology, targeting health and physical education teachers from schools in Suphan Buri Province in Thailand. We collected data through individual surveys and indepth interviews…
Descriptors: Foreign Countries, Play, Executive Function, Elementary School Students
Elford, Daniel; Lancaster, Simon J.; Jones, Garth A. – Journal of Chemical Education, 2021
An educational escape activity was developed, embedding elements of both augmented and immersive virtual reality technologies, in an active learning environment. The mental visualization of abstract concepts can be difficult for students, inhibiting their ability to reason cogently regarding important topics of stereochemistry. Consequently, an…
Descriptors: Chemistry, Learning Activities, Problem Solving, Computer Simulation
Jennifer M. Vandiver – ProQuest LLC, 2024
The present study investigated the experiences of educators who taught in the virtual world Second Life®. Second Life has shown promise in the field of higher education but identified gaps exist: the identification of a set of best practices, a foundational theory, and educators' experiences using Second Life in higher education. Using a single…
Descriptors: Teacher Attitudes, Computer Games, Computer Mediated Communication, Technology Integration
Narayanan, Sareesh Naduvil; Ahmed, Iffath; Saherawala, Batul; Foud, Fatmaelzahraa; Merghani, Tarig Hakim – Advances in Physiology Education, 2021
Although traditional didactic lecturing is the principal instructional approach used in numerous medical schools, this method has several limitations. Experiential learning approaches place students in the center of the learning process and creates a positive and supportive classroom learning environment. In this article, we propose an active…
Descriptors: Medical Education, Medical Students, Medical Schools, Experiential Learning

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