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Ibatova, Gaukhar; Makhmetova, Aigerim; Zhoraeyeva, Saule Basarbaevna; Amiresheva, Bibinur; Tinibekovna, Nyshanova Saltanat; Satova, Akmaral – World Journal on Educational Technology: Current Issues, 2021
Game technology has been identified as a means to developing the Word Formation Skills of Children with Preschool Speech Disorder. The purpose of the article was to analyze the psychological and pedagogical conditions of word-formation skills for Kazakh-speaking preschool children with speech disorders on the basis of learning theories and…
Descriptors: Game Based Learning, Morphology (Languages), Preschool Children, Communication Disorders
Kumar, Abhilasha A.; Steyvers, Mark; Balota, David A. – Cognitive Science, 2021
Considerable work during the past two decades has focused on modeling the structure of semantic memory, although the performance of these models in complex and unconstrained semantic tasks remains relatively understudied. We introduce a two-player cooperative word game, Connector (based on the boardgame Codenames), and investigate whether…
Descriptors: Semantics, Recall (Psychology), Cooperative Learning, Game Based Learning
Saxena, Manisha; Mishra, Dharmesh K. – International Journal of Information and Communication Technology Education, 2021
Research has found that the new-age learner, Gen Z, is different from his/her predecessors and hence educators need new age pedagogical interventions to cater to this group of learners. With a change in the way the new age learner learns, the education system needs to revamp to incorporate tools that suit the need of the learner. The paper reviews…
Descriptors: Age Groups, Game Based Learning, Intervention, Higher Education
Pujolà, Joan-Tomàs – Research-publishing.net, 2021
Gamification is a methodological strategy that uses "game design elements in non-game contexts" (Deterding, Dixon, Khaled, and Nacke 2011). The purpose of gamification is to engage people, motivate action, promote learning, and solve problems. This chapter describes examples of Spanish content gamifications that integrate different game…
Descriptors: Second Language Learning, Second Language Instruction, Game Based Learning, Spanish
Larson, Madeline; Cook, Clayton R.; Brewer, Stephanie K.; Pullmann, Michael D.; Hamlin, Corinne; Merle, James L.; Duong, Mylien; Gaias, Larissa; Sullivan, Margaret; Morrell, Nicole; Kulkarni, Tara; Weeks, Mollie; Lyon, Aaron R. – Grantee Submission, 2021
Training and consultation are core implementation strategies used to support the adoption and delivery of evidence-based prevention programs (EBPP), but are often insufficient alone to effect teacher behavior change. Group-based motivational interviewing (MI) and related behavior change techniques (BCTS; e.g., strategic education, social…
Descriptors: Elementary School Teachers, Behavior Change, Teacher Behavior, Group Activities
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
David John William Raymond – ProQuest LLC, 2021
The purpose of this causal-comparative study was to determine if the pre-test and post-test scores differed for learners who used four hours of traditional test preparation and for learners who used four hours of Game enhanced test preparation, and if there was a difference on mean post-test scores between test preparation types, and the post-test…
Descriptors: Test Preparation, Career and Technical Education, Conventional Instruction, Educational Games
Vipin Verma – ProQuest LLC, 2021
Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing games for teaching highly specific topics,…
Descriptors: Educational Games, Game Based Learning, Instructional Design, Program Content
Elizabeth Louise Jones – ProQuest LLC, 2021
I have always valued reflection highly -- as a means of developing as a writer and as a life practice -- but I have been disappointed by the lack of thought resembling reflection when asking students to write about their writing practices. This dissertation presents the results of a grounded theory study of student reflective assignments through a…
Descriptors: Reflection, Writing Instruction, Game Based Learning, Courses
John Stewart; Kathleen Sheppard – International Journal of Designs for Learning, 2021
To combat high dropout rates and low motivation for online courses, we gamified a history of science course. To do so, we used an online educational program called 3DGameLab to convert what had been a well-liked face-to-face lecture and discussion course to an online format, for the purposes of long-distance teaching and learning. Within…
Descriptors: Game Based Learning, Curriculum Development, Science History, Online Courses
Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
Iqbal A. Rizki; Nadi Suprapto; Hanandita V. Saphira; Yusril Alfarizy; Riski Ramadani; Aulia Dwi Saputri; Dewi Suryani – Journal of Pedagogical Research, 2024
Low levels of critical thinking skills and learning motivation, particularly in physics learning, pose significant challenges that must be promptly addressed to ensure students' future success. To tackle this issue, the present study endeavors to develop a Cooperative Model, Digital Game, and Augmented Reality (CAP)-based learning, which is both…
Descriptors: Foreign Countries, High School Students, Physics, Game Based Learning
Kelly McLaughlin; Jasmine Davis; Miriam Gonzales; Celina Koh; Laura Taylor; Tara L. Crowell – Health Education Journal, 2024
Objective: Participating in an escape room is not just an entertainment but can also be a form of education. Because of this, the New Jersey Department of Health (NJDOH), Project Firstline (PFL) created an escape room interactive training tool and skills-building exercise to encourage the identification and use of key infection control principles…
Descriptors: Health Education, Interaction, Training Methods, Skill Development
James Russo; Anne Roche – Mathematics Education Research Group of Australasia, 2024
In this paper we explored primary school teachers preference for different game modes to support mathematics teaching and learning. Eighty-four teachers played digital and non-digital addition and subtraction games that were functionally equivalent during professional learning workshops. Most teachers indicated that they would be more likely to…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Teachers, Professional Development
Elisa Saraiva; Fábio Faria; Célia Ferreira; Maria Manuel Azevedo – Journal of Teacher Education for Sustainability, 2024
There is a consensus that the content of education for sustainability should be integrated into the curriculum, engaging students in activities that promote awareness and practice of sustainability. To achieve this goal, it is essential to adopt a student-centered approach that involves creative, stimulating, and challenging activities. This…
Descriptors: Sustainability, Student Centered Learning, Grade 8, Outdoor Education

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