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K. Megan Carpenter; Anthony D. Cunningham; Laura Smith; Kelly Krigbaum – Journal of Occupational Therapy Education, 2023
Healthcare continues toward team-based approaches in which multiple disciplines collaborate to ensure holistic patient care. National standards for intraprofessional collaboration guide curriculum design for entry-level occupational therapy (OT) and occupational therapy assistant (OTA) programs to ensure students acquire specific skills and…
Descriptors: Occupational Therapy, Interdisciplinary Approach, Game Based Learning, Puzzles
Susan Gasson – Sage Research Methods Cases, 2024
This case details a narrative inquiry into the experiences of early career researcher pathways. I conducted conversations with eight early career researchers from three different continents to collect the data for the study. During the study I developed and applied to my data a novel jigsaw analytical process. That process exposes tensions within…
Descriptors: Personal Narratives, Ethics, Researchers, Research Methodology
Dragana Martinovic, Editor; Marcel Danesi, Editor – Springer, 2025
This book focuses on the potential contributions of Artificial Intelligence (AI) for enhancing mathematics education. It includes rationales for an AI-oriented pedagogical model, such as interdisciplinarity and even sensitivity to crucial world issues, such as climate change. The chapters in this book highlight what the new age of mathematics…
Descriptors: Mathematics Instruction, Teaching Methods, Artificial Intelligence, Computer Software
Chidera Chinedu Ugo; Sonsoles López-Pernas; Aldo Gordillo; Markku Tukiainen – Review of Education, 2025
This article presents a systematic literature review on escape rooms as a didactic tool for teaching and learning programming. The review examined the programming topics and languages addressed, the educational levels targeted, evaluation methods used and key design elements such as format, duration, location and narrative structure.…
Descriptors: Educational Games, Puzzles, Computer Science Education, Programming
Cerri Mirasol, Jessica; Walker, Lizzy – New Review of Academic Librarianship, 2020
Escape rooms are used in a myriad of ways by businesses, teachers, and public libraries. They can be a great way to encourage team building, learning, and simply having fun in a non-threatening environment. This case study presents an innovative approach to engaging students, faculty, and community by using and showcasing unique academic library…
Descriptors: Academic Libraries, Library Materials, Special Libraries, Puzzles
Kassem Hallal; Sami Tlais – Journal of Chemical Education, 2023
Educational games are effective learning tools frequently used to motivate students and enhance their engagement in the learning process. Using these games in challenging courses, such as organic chemistry, creates a more engaging and student-friendly learning environment that can enhance students' learning. Drawing organic compounds and…
Descriptors: Organic Chemistry, Science Instruction, Puzzles, Teaching Methods
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

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