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Showing 361 to 375 of 655 results Save | Export
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Radulovic, Branka – Journal of Baltic Science Education, 2021
Modern approaches in Physics classes which involve the game-based student response system (GSRS) have been in use for a while, but their educational efficiency and students' involvement have not been examined. Therefore, this research's main aim was to determine the educational efficiency and students' involvement of GSRS and to assess their…
Descriptors: Instructional Effectiveness, Game Based Learning, Teaching Methods, Audience Response Systems
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Trocchia, Philip J.; Luckett, Michael G.; Noel, Noel M. – Journal of Education for Business, 2021
Undergraduate business students (N = 307) reported their learning preferences from a list of 18 instructional methods commonly used by college of business educators. Data were also collected on academic and demographic characteristics. Exploratory factor analysis of student preferences for instructional methods identified five learning styles:…
Descriptors: Undergraduate Students, Cognitive Style, Factor Analysis, Preferences
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Paciarotti, Claudia; Bertozzi, Gabriele; Sillaots, Martin – European Journal of Engineering Education, 2021
Gamification is usually defined as the use of game structure components in circumstances that are not commonly associated with games. In engineering studies, Gamification and its sub-concept of Serious Games are rather widespread pedagogical models. Just like in other application scopes, the approach to their utilisation or analysis is always…
Descriptors: Game Based Learning, Educational Games, Engineering Education, Undergraduate Students
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Shaharim, Saidatul Ainoor; Ishak, Nor Asniza; Zaharudin, Rozniza – Journal of Science and Mathematics Education in Southeast Asia, 2021
Purpose: This study aims to assess the validity and reliability of the Psycho-B'GREAT Module developed according to the ASSURE's Module Development Model. Method: The content validity of the Psycho-B'GREAT Module was assessed by ten experts in the fields related in teaching and learning (T&L) and biology education. In testing the…
Descriptors: Content Validity, Models, Reliability, Scores
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Julia Lipinska – Language Learning Journal, 2024
Improvisational theatre activities can be used as a tool for developing interactional competence in a language classroom. The unpredictable nature of improvisation resembles authentic communication, as it requires topic negotiation, spontaneous reactions and cooperation. The present article examines the student perspective on improvisation, which…
Descriptors: Secondary School Students, Second Language Learning, French, Foreign Countries
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Shakeel Mohammad Cassam Atchia; Dhavini Chummun; Saheel Luckho – Journal of Biological Education, 2024
This study uses a case study methodology to showcase the use of the DTSICM (Design thinking Strategy to Identify and Clear Misconceptions) model, which provides a design thinking approach to identify and clear a common misconception on photosynthesis, held by a sample of 27 A-level students. As a first stage, data collected through the…
Descriptors: Design, Thinking Skills, Scientific Concepts, Misconceptions
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Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Journal of Research on Educational Effectiveness, 2024
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions: From…
Descriptors: Cost Effectiveness, Mathematics Achievement, Efficiency, COVID-19
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McFeetors, P. Janelle; MacDonald, Broek – Australian Primary Mathematics Classroom, 2020
In this article, the authors explore a number of interesting games as contexts for students learning geometry and enhancing their development of problem solving and reasoning. The games selected were appealing, content-aligned games for approximately four players with simple rules and 10-30 minutes of play time. The games were integrated by…
Descriptors: Geometry, Mathematics Education, Game Based Learning, Play
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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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Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
Thomas Conmy – ProQuest LLC, 2023
The purpose of this meta-analysis was to investigate the effectiveness of the use of games as part of mathematics instruction on academic achievement in grades Kindergarten to 12 in the United States. There were 17 studies selected for investigation published from 2010 to 2023 that focused on game-based learning and mathematics. This meta-analysis…
Descriptors: Meta Analysis, Mathematics Instruction, Game Based Learning, Learning Management Systems
Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Grantee Submission, 2023
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions:…
Descriptors: COVID-19, Pandemics, Mathematics Instruction, Mathematics Achievement
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Ting-Chia Hsu; Ching Chang; Yi-Sian Liang – IEEE Transactions on Learning Technologies, 2024
The study explored the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment was conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL…
Descriptors: Game Based Learning, Elementary School Students, Comparative Analysis, English (Second Language)
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I-Fan Lo; Ching-Huei Chen – Research in Science & Technological Education, 2024
Interdisciplinary learning has become prevalent as a means of solving problems encountered in everyday life. Yet, there is a lack of experimental studies investigating strategies to facilitate interdisciplinary learning. This study explored the impacts of timing and types of instructional materials on the study of interdisciplinary subjects. A 2 ×…
Descriptors: Interdisciplinary Approach, Time Factors (Learning), Instructional Materials, Game Based Learning
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Mai P. Trinh; Robert J. Chico; Rachel M. Reed – Journal of Management Education, 2024
Innovative instructional methods can help improve student engagement and learning outcomes when teaching difficult subjects, such as statistics. This instructional innovation article illustrates how gamification can be applied in management education to improve students' learning experience, engagement, and acquisition of knowledge. Our purpose is…
Descriptors: Statistics Education, Game Based Learning, Teaching Methods, Graduate Students
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