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Félix Yllana-Prieto; David González-Gómez; Jin Su Jeong – Education 3-13, 2025
Gamification consists of using game elements in non-game contexts, such as in education, aiming to promote cooperation, motivation, or engagement. Here, the Escape Room and Breakout games are in early stages in formal educational environments. Specifically, in primary education, this type of tools can be useful to support the teaching and learning…
Descriptors: Foreign Countries, Preservice Teachers, Elementary Education, Gamification
Hayoung Jeon; Yumi Jun; Teemu H. Laine; Eunha Kim – Education and Information Technologies, 2024
Empathy is an essential human skill that can be divided into two types: (1) cognitive empathy, which is the capacity of understanding others' thoughts and emotions; and (2) affective empathy, which is the capacity to feel others' emotional states. Many educational contents exist for both types, and immersive virtual reality (VR) has been shown to…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Computer Games
Si Hoon Leow; Berinderjeet Kaur – International Journal of Science and Mathematics Education, 2024
Mathematical problem solving remains a struggle for many students today (Celebioglu et al., 2010; Englard, 2010; Gavaz et al., 2021; N. H. Lee et al., 2014; Yeo, 2011). Though intervention studies have reported measured impact on improving students' problem-solving abilities (Gavaz et al., 2021; Gidalevich & Kramarski, 2019; N. H. Lee et al.,…
Descriptors: Puzzles, Mathematics Instruction, Problem Solving, Grade 2
Calah J. Ford; Ellen L. Usher – Social Psychology of Education: An International Journal, 2025
Self-efficacy, the beliefs learners hold about what they can do, develops largely from whether learners perceive and interpret their experiences as successful (i.e., perceived mastery). In mathematics, the relationship between perceived mastery and self-efficacy has been well established. Less is known about the factors that may influence…
Descriptors: Early Adolescents, Mastery Learning, Mathematics Skills, Task Analysis
Moffett, Jenny; Cassidy, Dara – Online Learning, 2023
There is increasing interest in the application of game-based learning approaches to education. Educators across a wide range of contexts are using digital games such as educational escape rooms to promote learner motivation and support skills development. Whilst the literature describes multiple game-based learning theories that can underpin such…
Descriptors: Educational Games, Puzzles, Design, Thinking Skills
Marulis, Loren M.; Nelson, Lindsey J. – Metacognition and Learning, 2021
Metacognition--knowledge, monitoring, and regulation of cognition--is key to learning and academic achievement. This is robustly supported for K-12 and higher education learners while empirical evidence in early childhood is encouraging but limited. To address these gaps in the literature, our first goal was to investigate early metacognition…
Descriptors: Metacognition, Executive Function, Learning Motivation, Problem Solving
Ching-Yi Chang; Intan Setiani; Jie Chi Yang – Journal of Educational Computing Research, 2025
Traditional teaching methods often limit interactive learning, negatively impacting students' motivation and learning achievement. Moreover, fostering collaborative awareness and problem-solving skills is crucial for developing the core competencies of future nursing professionals. To address these challenges, this study proposed an escape…
Descriptors: Educational Games, Puzzles, Computer Assisted Instruction, Electronic Learning
Centelles, Josep J.; de Atauri, Pedro R.; Moreno, Estefania – International Society for Technology, Education, and Science, 2022
Games are highly appreciated by the population, so due to the COVID-19 pandemic confinement we decided to carry out an Internet research of several games, in order to use them for the assimilation of new words of Biochemical students. Games found in puzzle books allow the stimulation of memory, reasoning and other brain capacities, such as keeping…
Descriptors: Biochemistry, Science Instruction, Puzzles, Alphabets
Day, Christopher; Koivu, Kendra L. – Journal of Political Science Education, 2019
When it comes to research design, the literature largely focuses on prescriptions for strengthening causal inference--identifying confounders, selecting appropriately comparable cases, generating testable hypotheses, etc. This approach to research design features the logic of inquiry heavily, but overlooks the logic of discovery. The logic of…
Descriptors: Puzzles, Problem Based Learning, Research Design, Research Projects
Klymchuk, Sergiy; Thomas, Mike; Alexander, Jordan; Evans, Tanya; Gulyaev, Sergei; Liu, William; Novak, Julia; Murphy, Priscilla; Stephens, Jason; Zaliwski, Andrew – Teaching and Learning Research Initiative, 2020
In 2012 the New Zealand Government identified as a priority the need to address the undersupply of students studying STEM subjects for delivering its Business Growth Agenda. Low engagement and retention rates in STEM subjects contribute to the shortage of STEM graduates, producing a negative impact on the New Zealand economy. This Teaching and…
Descriptors: Problem Solving, Learner Engagement, Intuition, Self Efficacy
Tocaimaza-Hatch, C. Cecilia; Santo, Jonathan – Language Teaching Research, 2023
Spanish learners engaged in two-way interaction gap tasks where, through social interaction, they identified and defined low-frequency vocabulary. Participants (referred to as actors to differentiate them from task partners) completed two such tasks. Each time, they collaborated with different partners of varying degrees of Spanish proficiency and…
Descriptors: Spanish, Second Language Learning, Second Language Instruction, Vocabulary Development
Kruawong, Thana; Soontornwipast, Kittitouch – Shanlax International Journal of Education, 2021
Vocabulary plays an important role in the Content-Based classroom, making EFL Students' science vocabulary knowledge critical to their content understanding. The purpose of this action research was to enhance students' science vocabulary knowledge of 9th grade students through science vocabulary crossword puzzle (SVCP) practices. The research…
Descriptors: Secondary School Students, Vocabulary Development, Second Language Learning, Second Language Instruction
Clements, Douglas H.; Sarama, Julie; Baroody, Arthur J.; Joswick, Candace; Wolfe, Christopher B. – American Educational Research Journal, 2019
Although basing instruction on learning trajectories (LTs) is often recommended, there is little direct evidence regarding the premise of a LT approach--that instruction should be presented (only) one LT level beyond a child's present level. We evaluated this hypothesis in the domain of early shape composition. One group of preschoolers, who were…
Descriptors: Instructional Effectiveness, Mathematics Achievement, Mathematics Instruction, Geometric Concepts
Clements, Douglas H.; Sarama, Julie; Baroody, Arthur J.; Joswick, Candace; Wolfe, Christopher B. – Grantee Submission, 2019
Although basing instruction on learning trajectories (LTs) is often recommended, there is little direct evidence regarding the premise of an LT approach--that instruction should be presented (only) one LT level beyond a child's present level. We evaluated this hypothesis in the domain of early shape composition. One group of preschoolers, who were…
Descriptors: Instructional Effectiveness, Mathematics Achievement, Mathematics Instruction, Geometric Concepts
Özeke, Vildan; Akçapina, Gökhan – International Association for Development of the Information Society, 2016
There are many computer games, learning environments, online tutoring systems or computerized tools which keeps the track of the user while learning or engaging in the activities. This paper presents results from an exploratory study and aims to group students regarding their behavior data while solving the Einstein's riddle. 45 undergraduate…
Descriptors: Puzzles, Educational Games, Humor, Foreign Countries
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