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Rhys Pritchard; Francis Dockerty – Curriculum Studies in Health and Physical Education, 2025
Since Bunker and Thorpe (1982. A model for the teaching of games in secondary schools. "Bulletin of Physical Education," 18(1), 5-8.) introduced Teaching Games for Understanding (TGfU), there has been a growing recognition of advocating approaches to pedagogy that addresses participant learning with games-based approaches (GBA)…
Descriptors: Elementary Education, Physical Education, Game Based Learning, Educational Theories
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Lynn Santelmann – Teaching of Psychology, 2024
Introduction: Psycholinguistics presents a challenge to teaching and learning because of the many abstract models in the field. Language-related games provide a vehicle for students to ground and demonstrate their understanding of these models. Statement of the problem: Models in psycholinguistics are challenging to teach and learn because they…
Descriptors: Psycholinguistics, Games, Game Based Learning, Concept Formation
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Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
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Abarkan, Ali; BenYakhlef, Majid – Education and Information Technologies, 2022
Learning to code is far from an easy task, it is a promising approach that underscores the use of the video game culture of students to motivate them to invest their time in the practice of programming. The students in this discipline are often discouraged by the amount of information to remember and the complex and constraining syntaxes.…
Descriptors: Programming Languages, Educational Games, Computer Games, Learning Motivation
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Egan, John D. – New Directions for Student Leadership, 2022
To advance games as a teaching strategy, leadership educators may benefit from a common understanding of associated terms. However, achieving this purpose is complicated by no agreed upon definition of game and scholarly debate around terms such as gamification. This article explores gaming terms and proposes a framework intended to provide a…
Descriptors: Leadership Training, Teaching Methods, Games, Definitions
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Banter, John N.; Egan, John D.; Burton, Susan – New Directions for Student Leadership, 2022
Why should leadership educators trouble themselves in creating or implementing games for leadership learning? This chapter justifies the use of games as a teaching strategy in leadership education by exploring three rationales. First, games can be meaningfully tied to specific learning theories. Second, games provide motivation for learning, and…
Descriptors: Leadership Training, Games, Game Based Learning, Teaching Methods
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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
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Odom, Summer F.; Cantrell, Megan S. – New Directions for Student Leadership, 2022
Active learning experiences, such as games, have been found to increase the holistic learning experience for students in college curricular settings. However, barriers exist to using games as a leadership pedagogy in the curriculum. This article reviews the benefits and challenges of using games in college leadership curricular settings and…
Descriptors: Educational Games, Games, Leadership Training, College Curriculum
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McClough, David – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2021
Board games are enjoying increased popularity with thousands of new games introduced annually. The most popular mechanical element of board games is rolling dice and economic topics rank in the top three most common board game themes. The dice game Left, Center, Right employs dice and is easy to learn. This essay presents a variety of social…
Descriptors: Game Based Learning, Social Studies, Teaching Methods, Educational Games
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Dhabih V. Chulhai – Journal of Chemical Education, 2024
We present a tool, one that is both a stand-alone web-based video game and a Python package, designed for students to explore a particle's wave function on one-dimensional potential surfaces. The tool relies on a basis set formalism and can, therefore, explore any one-dimensional potential surface imaginable. This tool also lets students interact…
Descriptors: Science Instruction, Teaching Methods, Technology Uses in Education, Educational Games
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Hunt, Jessica; Taub, Michelle; Marino, Matthew; Duarte, Alejandra; Bentley, Brianna; Holman, Kenneth; Banzon, Allison – Learning Disabilities: A Contemporary Journal, 2022
Teaching and learning fraction concepts continues to be increasingly challenging, especially for elementary and middle school mathematics teachers and students in intervention settings. It is critical for educators to implement instruction that proactively considers engagement, access, and conceptual growth for all students. Dream 2B, a web-based…
Descriptors: Mathematics Instruction, Teaching Methods, Elementary School Mathematics, Middle School Mathematics
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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
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Tofel-Grehl, Colby; Braden, Sarah; Penrod, Candace; Wheeler, Laura; Hansen, Tyler; Jones, Andrew; Chamberlain, Clayton – Science and Children, 2023
Animals depend on their surroundings for their survival. In consuming their food, animals are consuming energy. This cycling of matter and the accompanying flow of energy within an ecosystem occurs because of interactions among and between organisms. To guide students in modeling how ecosystems function, the authors share "Ecosystem…
Descriptors: Science Instruction, Teaching Methods, Standards, Energy
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King, Matt – History Teacher, 2021
"Civilization V" is part of the best-selling strategy game series, "Sid Meier's Civilization," which is named after its eponymous creator. The goal of all games in the "Civilization" series is to build a historical empire that can stand the test of time, an objective that has made the series an object of affection for…
Descriptors: History Instruction, Teaching Methods, Educational Games, Computer Games
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Ruiz-Ezquerro, Antonio – Journal of Campus Activities Practice and Scholarship, 2021
Playing satisfies basic human needs such as deepening social relationships (Melton et al., 2019) and experiencing an ideal self's characteristics (Przybylski et al., 2012). In addition, games foster student engagement through the use of intrinsic motivation, critical thinking skills, and the use of creative problem solving (Boghian et al., 2019;…
Descriptors: Role Playing, Games, Teaching Methods, Game Based Learning
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