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Mark Lauterbach; Marcy Zipke – Reading Teacher, 2024
Metalinguistic Awareness is the ability to consciously reflect on and manipulate language, from the level of the phoneme, to words, to whole phrases. Research has shown that engaging in metalinguistic activities can have a positive impact on reading. This article details some of the component skills of metalinguistic awareness (in this case,…
Descriptors: Elementary School Students, Elementary School Teachers, Metalinguistics, Language Skills
Sergio Fuentes Anton – Journal of Chemical Education, 2024
Teaching natural sciences can be challenging, especially with unmotivated or disinterested students. The challenge increases when the term "Didactics" appears in the subjects under study, for example, with Didactics of Natural Sciences. The present work details the design and execution process of an escape room experience used as a…
Descriptors: Chemistry, Learning Activities, Experiential Learning, College Science
Ahmed Tlili; Michael Agyemang Adarkwah; Soheil Salha; Juan Garzón; Kinshuk; Daniel Burgos – Interactive Learning Environments, 2024
While several studies have investigated the effects of educational games in education, less attention has been paid specifically to the effects of educational mobile games in education. To address this gap, this study conducted a meta-analysis and research synthesis of 38 studies (N = 3302 participants) to investigate the effects of educational…
Descriptors: Educational Games, Puzzles, Handheld Devices, Technology Uses in Education
Prempree Duangpummet; Supan Yodyingyong; Pirom Chenprakhon – Journal of Chemical Education, 2022
A simple inquiry-based activity called "Fruit Puzzle" was designed to investigate high school students' understanding of the relationship between the concepts of density and solution concentration at a submicroscopic level. The first activity allowed students to predict whether five types of fruit would sink or float in water and asked…
Descriptors: Puzzles, Active Learning, Inquiry, Scientific Concepts
Antrilli, Nick K.; Wang, Su-hua – British Journal of Educational Technology, 2023
Technology is transforming children's lived experience with spatial play. In particular, parents may interact with children differently depending on whether they play together with tangible or digital materials. The present research examined whether the medium for play (tangible or digital) affected kindergarten-aged children's language experience…
Descriptors: Educational Technology, Technology Uses in Education, Play, Spatial Ability
Dana C. Ernst; Jeffrey Slye – PRIMUS, 2024
The algebraic group Spin[subscript 3 × 3] arises from spinning collections of the numbers 1-9 on a 3×3 game board. The authors have been using this group, as well as a corresponding online application, to introduce undergraduate students to core concepts in group theory. We discuss the benefits of using this deceptively simple, toy-like puzzle in…
Descriptors: Algebra, Numbers, Computer Oriented Programs, Undergraduate Students
Joni Tzuchen Tang; Dejun Mo – Interactive Learning Environments, 2024
This study aims to explore the application of Transactional Distance theory in distance teaching in the post-epidemic era. COVID-19 has brought us unprecedented challenges in all schools in the world. Information and Communication Technology (ICT) can solve the technical problems of distance learning, but cannot bring efficient learning just…
Descriptors: Foreign Countries, Distance Education, COVID-19, Pandemics
Torres, Elisa R.; Williams, P. Renée; Kassahun-Yimer, Wondwosen; Gordy, Xiaoshan Zhu – Journal of Effective Teaching in Higher Education, 2022
Students perceive crossword puzzles as enjoyable. In addition to students' perceptions, crossword puzzles actually improve knowledge retention. However, crossword puzzles increased exam scores for some students but not others. Recommendations have been made for students to create puzzles for their classmates to complete with the rationale that…
Descriptors: Puzzles, Student Participation, Cooperative Learning, Tests
Roldán-Zafra, Juan; Perea, Carmen; Polo-Blanco, Irene; Campillo, Pedro – International Electronic Journal of Mathematics Education, 2022
The recent increase in the number of mathematics museums has given rise to a need for tools with which to design and assess mathematics educational proposals in this non-formal context. This study proposes the use of the van Hiele model, a benchmark in mathematics instruction, for the design of interactive museum models focusing on mathematics…
Descriptors: Geometry, Mathematics Instruction, Museums, Informal Education
Bower, Corinne A.; Zimmermann, Laura; Verdine, Brian N.; Pritulsky, Calla; Golinkoff, Roberta Michnick; Hirsh-Pasek, Kathy – Developmental Science, 2022
Spatial skills support STEM learning and achievement. However, children from low-socioeconomic (SES) backgrounds typically lag behind their middle- and high-SES peers. We asked whether a digital educational app--designed to mirror an already successful, spatial assembly training program using concrete materials--would be as effective for…
Descriptors: Spatial Ability, Preschool Children, Low Income Groups, Computer Oriented Programs
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
Dima Kassab – ProQuest LLC, 2023
The purpose of this research was to gain a better understanding of the impact of game mechanics on developing collaborative problem solving (CPS) skills. CPS skills are important for the complex work environments of the 21st century, and games appear to provide potential learning experiences where such skills can develop. The research questions of…
Descriptors: Puzzles, Educational Games, Cooperative Learning, Problem Solving
Anna Bertram; Charlotte A. Clark; Kyle W. Galloway; Oscar Siles Bru¨gge; Andrew Nortcliffe – Journal of Chemical Education, 2025
We present the development and evaluation of "da Vinci's Curse", a chemistry escape room experience designed to consolidate laboratory skills in a fun and interactive setting. Inspired by the maestro, Leonardo da Vinci, the escape room challenges students to complete a series of puzzles in teams to escape "da Vinci's Curse".…
Descriptors: Educational Games, Science Education, Chemistry, Skill Development
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
Mario Wolf; Michael Montag; Heinrich Söbke; Florian Wehking; Christian Springer – Electronic Journal of e-Learning, 2024
Escape rooms are an established game genre that has become popular in educational contexts in recent years. Digital escape rooms are variations, which use digital environments and may be played by participants not present on site. Compared to physical escape rooms, digital escape rooms are characterised by lower implementation and application…
Descriptors: Computer Simulation, Web Sites, Educational Games, Puzzles

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