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Showing all 15 results Save | Export
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Marissa L. Clapson; Shauna Schechtel; Brian Gilbert; Vivian Janet Mozol – Journal of Chemical Education, 2023
Gamification of learning in chemistry education is a growing field. Chemistry themed escape room activities, incorporating course learning objectives into puzzle solution, have become a popular tool allowing for students to apply course knowledge in novel settings. Escape room activities, like their public counterparts, provide subtle guidance to…
Descriptors: Scientific Concepts, Chemistry, Gamification, Teaching Methods
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Ricardo Marcos; André Gomes; Marta Santos; António Coelho – Anatomical Sciences Education, 2025
Histology is a preclinical subject transversal in medical, dental, and veterinary curricula. Classical teaching approaches in histology are often undermined by lower motivation and engagement of students, which may be addressed by innovative learning environments. Herein, we developed a serious game approach and compared it with a classical…
Descriptors: Veterinary Medical Education, Game Based Learning, Gamification, Learner Engagement
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Jonas da Silva Teixeira; Alan César Belo Angeluci; Paulo Prates Junior; José Guilherme Prado Martin – Journal of Biological Education, 2024
Gamifying is related to the motivational gain and engagement of participants in these systems, even in situations not exclusively related to the creative and entertainment industry. In the Biology teaching context, motivational strategies have fundamental importance to the learning process. The aim of this work was to investigate the development…
Descriptors: Biology, Science Instruction, Educational Games, Educational Research
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Wanda M. Valsecchi; Fernando P. Dominici; Karina A. Gomez – Journal of Chemical Education, 2023
During the COVID-19 pandemic we developed an activity that encourages engagement with scientific reading and helps students to improve their reading skills as a complement to the glycobiology section of an undergraduate course of biological chemistry. Using "Genially," an online platform for gamification and self-taught learning, we…
Descriptors: Undergraduate Students, Biochemistry, COVID-19, Pandemics
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Thushangi N. Pathiraja; Akshan S. Ranasinghe – Teaching and Learning Excellence through Scholarship, 2024
Student engagement in a science classroom is challenging and most students perceive science courses as difficult. Gamification is an emerging strategy used by educators across various disciplines to increase student engagement and promote active learning. One known gamification technique is team Jeopardy, however, there is a gap in knowledge about…
Descriptors: Gamification, Learner Engagement, Science Instruction, Teaching Methods
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Meral Çiftel; Hülya Aslan Efe; Rifat Efe – Bulletin of Education and Research, 2024
This study explores how gamification enriched learning activities affect science learning in terms of achievement, attitudes and science learning skills. Fourty-three 6th grade students participated in the study which employed a quasi-experimental design that included an experimental group receiving science education through gamification…
Descriptors: Science Instruction, Teaching Methods, Gamification, Science Achievement
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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
Stephanie Morgan Ruiz – ProQuest LLC, 2024
This study addressed the following research questions: 1) What is the effect of differentiated gamified instruction on the cognitive engagement of ninth grade students in the unit of plant and animal systems? 2) What is the effect of differentiated gamified instruction on the behavioral engagement of ninth grade biology students in the unit of…
Descriptors: Individualized Instruction, Science Instruction, Teaching Methods, Gamification
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María-del-Mar Romero-Alemán – Anatomical Sciences Education, 2024
The present retrospective, descriptive, and quasi-experimental study aimed to explore students' perceptions of traditional teaching combined with gamified and nongamified e-tests for postlecture reinforcement. Midterm knowledge retention and academic performance were also analyzed. The study was conducted from February 2021 to May 2022, involving…
Descriptors: Gamification, Tests, Computer Assisted Testing, Biology
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Juliane Fleissner-Martin; Jürgen Paul; Franz X. Bogner – Research in Science Education, 2025
This study analyses the coherent integration of creativity into science education modules for eighth-grade students to enhance competence development. The learning modules' content covered a basic ecological unit about forests, applied as digital or analog lesson. By utilizing the creativity subscales 'Act' and 'Flow' its analysis resulted in a…
Descriptors: Creativity, Science Education, Middle School Students, Cognitive Development
Natalie E. Wright – Grantee Submission, 2025
Funded through an early-phase Education Innovation and Research grant, Using and Leveraging Technology to Reinvent Accessibility: Minecraft Mentor Edition (ULTRA:ME) is an intervention designed to develop teachers' ability to use Minecraft and other educational technology tools to enhance science instruction for students with and without…
Descriptors: Educational Technology, Science Instruction, Teaching Methods, Video Games
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Angelos Sofianidis; Christos Skraparlis; Nayia Stylianidou – Journal of Science Education and Technology, 2024
This paper presents and discusses the inclusive inquiry-based alternate reality game (IB-ARGI) approach, a pedagogical gamified approach supporting inclusive contemporary educational contexts. The IB-ARGI approach comprises Inquiry-based Learning, Alternate Reality Games, Universal Design for Learning and Augmented Reality technology in order to…
Descriptors: Inquiry, Access to Education, Computer Simulation, Computer Games
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Rebecca K. Y. Lee; Bernard Y. N. Ng; Minghui Daisy Chen – Biochemistry and Molecular Biology Education, 2025
During COVID-19 pandemic, there was a change in the teaching mode from face-to-face to online teaching. It was especially challenging for teachers to motivate students to learn through distance learning. This shift in teaching mode also lowered student-student and student-teacher interactions. In this project, a biochemistry courseware,…
Descriptors: COVID-19, Pandemics, Independent Study, Cooperative Learning
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Abha Verma – Journal of Chemical Education, 2022
Activities and strategies will be discussed that have helped students at the Xavier University of Louisiana, a historically Black and Catholic university, effectively engage in the course and learn organic chemistry in an online synchronous remote mode during the five-week summer session courses (summer 2020 and summer 2021) using video-creations,…
Descriptors: African American Students, College Students, Black Colleges, Catholics
Daniel Dante Anastasio – ProQuest LLC, 2015
The laboratory course is one of the most critical classes in any engineering program. Engineering by its very nature is a practical discipline, and the laboratory course is usually the first and only class where students are given the opportunity to apply the knowledge they are gaining in lecture courses to real-world equipment. As chemical…
Descriptors: Chemical Engineering, Learner Engagement, Laboratory Experiments, Teaching Methods