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Fan, Yue; Lane, H. Chad; Delialioglu, Ömer – Educational Technology & Society, 2022
Due in part to its flexibility and open design, the video game Minecraft has emerged as a popular tool for teaching and learning. Inspired by prior research showing the influence of problem-solving mindsets in physical settings, this study is an effort to understand the extent to which an open-ended task influences subsequent problem-solving…
Descriptors: Creativity, Game Based Learning, Video Games, Problem Solving
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Sarah Gerard; Emily Relkin; Claire Christensen; Naomi Hupert; Erika Gaylor – Society for Research on Educational Effectiveness, 2024
Background: Computational thinking (CT) is a way of thinking that helps children solve problems and complete tasks in more organized ways, using computer science skills. Prior research indicates that promoting CT skills in young children can support the acquisition of general problem solving (PS), executive function (EF), and social emotional…
Descriptors: Computation, Thinking Skills, Video Games, Computer Games
Jeremy Bernier – ProQuest LLC, 2024
Play has been discussed by mathematicians and mathematics educators as essential to mathematical progress and has been widely acknowledged to have a role in learning. Yet, play is rarely acknowledged, leveraged, or studied for mathematics learners beyond early childhood. Moreover, there are theoretical and empirical challenges with designing for…
Descriptors: Problem Solving, Play, Puzzles, Undergraduate Students
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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
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Chicharro, Deborah; García-Manzanares, María; Gomez, Olga; Juárez, Miriam; Llamazares-Martín, Clara; Soriano, Enrique; Terrado, Jose – Advances in Physiology Education, 2022
Gamification is a dynamic tool for educational transformation useful to encourage student interest and enhance learning. Here we present a study conducted to investigate the effectiveness of an educational card game developed by us in veterinary anatomy practicals to reinforce knowledge acquisition in veterinary students. A total of four sets of…
Descriptors: Veterinary Medical Education, Anatomy, Gamification, Educational Games
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Thitima Srivatanakul – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification, including game-based learning (GBL), is a widely recognized pedagogical approach used for imparting and reinforcing cybersecurity knowledge and skills to learners. One innovative form of GBL gaining popularity across various educational levels, from secondary schools to professional development, is escape room-style education. This…
Descriptors: Computer Security, Problem Solving, Gamification, Undergraduate Students
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Kylie S. Aikey – Journal of Legal Studies Education, 2024
This teaching note illustrates how escape rooms can be utilized as a tool to teach or review business law concepts, encourage student collaboration, and provide an opportunity for gameplay. Escape rooms can be adapted to any topic, made asynchronous, and scaled up to accommodate larger groups. This note also describes the value of incorporating…
Descriptors: Cooperation, Problem Solving, Educational Games, Business Administration Education
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Donald Conant – Journal of Education for Business, 2023
For years, researchers have recognized the expectation within the business community that business school graduates possess a working knowledge of spreadsheet applications. Academics continue to seek effective ways to teach these skills in an academic setting. This exercise uses Wordle, a five-letter word guessing game, to teach students…
Descriptors: School Business Relationship, College Students, Business Education, Technology Uses in Education
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Antonio Va´zquez-Lo´pez; Joaqui´n Artigas-Arnaudas; Javier Bedmar – Journal of Chemical Education, 2024
Herein we propose the implementation of an "escape room" activity to reinforce chemistry-related concepts for students of the Bachelor of Arts and Fashion. In this work, a combined online and offline activity is developed, easily adaptable to different environments. The online activity consists of 5 blocks of multiple-quiz questions…
Descriptors: Clothing Instruction, Plastics, Recycling, Problem Solving
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Papadopoulos, Ioannis; Tenta, Eirini – International Journal of Game-Based Learning, 2021
Escape room games are a popular recreative activity that recently started gaining popularity as both a means for conducting research studies and a teaching and learning environment. This paper follows a group of 16- to 17-year-old students in an escape room while they encounter logical challenges in order to escape from the room in a limited…
Descriptors: Educational Environment, Game Based Learning, Puzzles, Cooperative Learning
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Greenhaw, Laura L.; Bastian, Kenzie J.; Hurdle, J. Clay – Journal of Leadership Education, 2023
COVID-19, by all accounts, forced higher education to shift to distance delivery. As a result, faculty attempted to innovate and integrate new teaching methods as courses moved online. We utilized an online, virtual reality game to teach team decision-making as a function of leadership. In teams, learners worked cooperatively, making decisions and…
Descriptors: Electronic Learning, Experiential Learning, Leadership Training, COVID-19
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Anis, Siti Khadijah; Masek, Alias; Nurtanto, Muhammad; Kholifah, Nur – International Journal of Evaluation and Research in Education, 2022
Non-digital games are a tool that can help children to build and improve problem solving skills in early mathematics learning. Teachers need to design a learning activity using non-digital games taken account problem solving skills in the learning activities. However, the application of problemsolving skills in early mathematics learning…
Descriptors: Methods, Teaching Methods, Problem Solving, Mathematics Instruction
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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
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Taiyasut, Phatchayaporn; Poonputta, Apantee – Journal of Education and Learning, 2022
The purposes of the research were 1) to compare the scores of 7th grade students from deductive learning activities management with games on the topic of "Single Variable Linear Equations" to the standardized criteria of 75%, 2) to compare the achievement of the 7th grade students before and after using the deductive learning activities…
Descriptors: Learning Activities, Educational Games, Mathematics Instruction, Mathematics Achievement
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Walter Setti; Rebecca Tarello; Erica Volta; Lucia Ferlino; Monica Gori; Gualtiero Volpe – Educational Technology Research and Development, 2025
The COVID-19 pandemic has accelerated digitization, access to IT resources, and digital inclusion in the Italian school system. This paper presents D-UDA (i.e., "unità didattica di apprendimento digitale", in Italian), a digital didactic unit for learning mathematics concepts. The presented approach combines teaching methodologies and…
Descriptors: Electronic Learning, Educational Games, Problem Solving, Multisensory Learning
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