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Showing 1 to 15 of 26 results Save | Export
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McKinney, Earl, Jr.; Niese, Bethany; Bhatia, Mantek Singh – Journal of Information Systems Education, 2023
Active learning pedagogy has many documented benefits, and while several positive examples of its recent use in STEM classes have led to better performance, greater diversity, more equity, and improved retention of underrepresented student populations, more research in IS and IT classrooms is needed. Most active learning exercises are in a…
Descriptors: Active Learning, Audience Response Systems, Teaching Methods, Data Analysis
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Rahmadi, Imam Fitri; Lavicza, Zsolt; Kocadere, Selay Arkün; Sri Padmi, Russasmita; Houghton, Tony – Interactive Learning Environments, 2023
The practice of microgame-based learning is relatively new and appears to have the potential to facilitate knowledge and skills acquisition in various educational settings. Questions have been raised recently about possible scenarios in which to use microgames for supporting learning and instruction processes. The present study investigates…
Descriptors: Game Based Learning, Teacher Attitudes, Preferences, Elementary School Teachers
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Jelena Ilic; Mirjana Ivanovic; Aleksandra Klašnja-Milicevic – Journal of Baltic Science Education, 2024
STEM education, which includes science, technology, engineering and mathematics, has been expanding for the past two decades. This study aimed to map new trends and the possibility of implementing digital game-based learning (DGBL) in STEM education. For this purpose, a systematic literature review was conducted. The resulting sample was further…
Descriptors: Game Based Learning, STEM Education, Student Motivation, Video Games
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Lathwesen, Chantal; Belova, Nadja – Education Sciences, 2021
In the last decade, game-based learning has received growing attention in educational contexts in general and science education in particular. A recent game trend, which has also found its way into STEM classrooms, is escape rooms. In this type of game, players have to work through several puzzles to achieve a specific goal (mostly to escape from…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Cooperative Learning
Funa, A. A.; Gabay, R. A. E.; Ricafort, J. D. – Online Submission, 2021
Gamification in education offers an innovative way of learning. However, some studies claim that, while it helps raise students' motivation, the kind of motivation is extrinsic and, so, intrinsic motivation declines with time. The researchers used the descriptive research design to describe the STEM students' intrinsic motivation along with the…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Genetics
Travis W. Windleharth – ProQuest LLC, 2021
This research addressed increasing understanding of how players make meaning during play of a complex STEM game and explores to what extent player mental models of STEM concepts shift as a result of interacting with the game simulation. Game based learning is attracting increased attention and interest as a novel platform for experiential…
Descriptors: Video Games, STEM Education, Game Based Learning, COVID-19
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López, Paula; Rodrigues-Silva, Jefferson; Alsina, Ángel – Education Sciences, 2021
This article reports a multiple case study in which we analyse Brazilian and Spanish mathematics teachers' opinions about and predispositions toward gamified activities in STEAM education. To obtain data, we administered a survey to 56 in-service mathematics teachers in primary and secondary education from these countries. The survey had been…
Descriptors: Art Education, STEM Education, Mathematics Teachers, Teacher Attitudes
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Yegorina, Darya; Armstrong, Inna; Kravtsov, Alexey; Merges, Kevin; Danhoff, Christine – Review of Education, 2021
Augmented reality (AR) technology has been gaining a meaningful position in the education sector with multiple subjects' application to support teaching and learning experiences. Thanks to the advancement of hardware and technological platforms it is becoming easier to adopt AR technology at schools. This study represents a systematic literature…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, STEM Education
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Stohlmann, Micah – Journal of Mathematics Education at Teachers College, 2021
Game-based learning has received more focus as a way to engage students and increase interest in mathematics. Game-based learning should be integrated with effective practices for teaching mathematics, though these is a need for further research on effective implementation models. The purpose of this article is to describe two modes of game-based…
Descriptors: Game Based Learning, Teaching Methods, Middle School Students, Mathematics Instruction
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Firdaus, Faizah; Subchan, Wachju; Narulita, Erlia – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2020
Strengthening STEM [science, technology, engineering, and mathematics]-oriented learning is necessary for 21st century, so the development of appropriate learning models must be carried out. The aim of this study were analyzed validity, effectiveness, and practicality of STEM-based Team Games and Tournament (TGT) learning model towards the…
Descriptors: STEM Education, Game Based Learning, Teamwork, Cooperative Learning
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Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
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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
David William Hooks – ProQuest LLC, 2020
This qualitative action research dissertation was an endeavor to strengthen the practitioner-researcher's ability to foster collaboration skills among eighth grade students in his elective science, technology, engineering, and mathematics (STEM) class. The research question that anchored this study was: To what extent can I foster effective…
Descriptors: Cooperation, Group Activities, Middle School Students, Technology Uses in Education
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Chen, Yen Tzu; Liu, Che-Hung; Lee, Chih Yu – Education Quarterly Reviews, 2021
This study used CodeMonkey, an online learning platform through which elementary teachers can learn programming while playing games and experience how to integrate STEM into their courses. The study analyzed and examined their experiences using a qualitative research method. According to the research results, learning programming while playing…
Descriptors: Game Based Learning, Computer Games, Computer Science Education, STEM Education
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Jessica H. Hunt; Michelle Taub; Matthew Marino; Kenneth Holman; Alejandra Duarte; Brianna Bentley – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
We analyzed the effects of a game-based, supplemental fraction curriculum on fourth and fifth grade students' fraction knowledge, engagement, and STEM interest. Students with and without disabilities with intersecting identities (e.g., race, disability status, gender) comprised the sample. Results indicate significant differences in fraction…
Descriptors: Fractions, Mathematics Instruction, Game Based Learning, Learner Engagement
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