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Stoimcheva-Kolarska, Desislava Lyubomirova – Online Submission, 2020
The overall objective of this study is to examine and analyze the impact of a relaxed and fun atmosphere on the second language learning. This is a mixed method research. It combines some parameters from qualitative and some from quantitative type of research. The children were divided into two groups: experimental and control group with 16…
Descriptors: Educational Environment, Second Language Learning, Game Based Learning, Instructional Effectiveness
Meredith G.H. Burling; Lina Rahouma; Arla Good; Joleine C. Kasper; Samantha Kranyak; Kieran Ramnarine; Kosha Bramesfeld – International Journal for Students as Partners, 2020
In their review of the students-as-partners literature, Mercer-Mapstone et al. (2017) found that only 5-6% of published research articles on student-partnership models focused on multidisciplinary partnerships. This case study, authored by five undergraduate students and two academics, sought to examine the utility of using a multidisciplinary…
Descriptors: Partnerships in Education, Interdisciplinary Approach, Educational Innovation, Electronic Learning
Nicholas Glover; Kerry J. Knox; Ben Kirman; Matthew Topham; Katylily Westbury-Hawkins; Penelope Holland – International Journal for Students as Partners, 2020
We describe the production of an educational game ("Catastrophic") for supporting biology learning in higher education (HE) that was developed through a partnership between students and academic staff. We consider the ways in which the development project intersects with the use of game-based learning in HE and with Students as Partners…
Descriptors: Educational Games, Biology, Science Instruction, Teacher Student Relationship
Tallon, J. M.; Saavedra Dias, R.; Costa, A. M.; Leitão, J. C.; Barros, A.; Rodrigues, V.; Monteiro, M. J.; Almeida, A.; Narciso, J.; Silva, A. J. – Scandinavian Journal of Educational Research, 2021
This study aimed to summarize the evidence of the impact of school-based nutrition education programs that incorporate technology on the acquisition of nutrition-related knowledge and behavior change of adolescents. Literature searches were conducted using Cochrane Library, Pubmed, Scopus, Science Direct, and Web of Science databases. Studies…
Descriptors: Influence of Technology, Technology Integration, Electronic Learning, Video Technology
Yig, Katibe Gizem; Sezgin, Sezan – Journal of Educational Technology and Online Learning, 2021
This paper presents an explorative holistic analysis of digitally-constructed gamification processes in mathematics education. The main aim of this study is to identify the key issues, intentions and trends by examining peer-reviewed publications using a combination of social network analysis (SNA), computerized lexical analysis and content…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Petrikovicová, Lucia; Durinková, Adriána; Králik, Roman; Kurilenko, Victoria – European Journal of Contemporary Education, 2021
As part of the educational process, it is currently difficult for a teacher to engage students for the amount of information that is available all around us today. Therefore, it is necessary to choose appropriate methods and actively prepare various teaching aids that can motivate students, arouse interest in self-study and thus educate them. The…
Descriptors: Textbooks, Field Trips, Teaching Methods, Geography Instruction
Punyasettro, Santhanat; Yasri, Pratchayapong – European Journal of Educational Research, 2021
Understanding phylogenetic trees representing evolutionary relationships of living organisms is essential in school biology. Traditional instructions based on lectures and textbooks with pictorial presentations have been proven ineffective to promote students' understanding of the concept. This study, therefore, developed a game-based learning…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Biology
López-Serrano, Sebastián; Ruiz-Ariza, Alberto; De La Torre-Cruz, Manuel; Martínez-López, Emilio J. – South African Journal of Education, 2021
Recent studies and reviews have shown the positive effects of exergames (EXs) on physical activity (PA) and fitness in children and adolescents. Nevertheless, their effects on cognition have been scarcely explored, and no previous review has focussed on this relationship. The purpose of the research reported on here was to analyse the acute and…
Descriptors: Children, Adolescents, Game Based Learning, Video Games
Chang, Wei-Lun; Yeh, Yu-chu – Technology, Pedagogy and Education, 2021
This study proposed a game-based instruction approach by using bingo games and a mobile application to investigate its effects on motivation, knowledge sharing and critical thinking ability during the learning of information management. The participants were 86 undergraduate students who participated in an 18-week experimental instruction of…
Descriptors: Blended Learning, Game Based Learning, Teaching Methods, Computer Software
Blume, Carolyn – ELT Journal, 2021
Incorporating inclusive games and game-related tasks enables learners to explore issues of gender and sexuality in the EFL classroom, while simultaneously developing competences relevant specifically to language learning. Carefully selected and didactically prepared games and gaming activities that highlight marginalised genders and sexualities…
Descriptors: Inclusion, Computer Games, Game Based Learning, Classroom Techniques
Ly, Quang C. – Journal of Media Literacy Education, 2021
This study uses the concept of gamification to engage first-year students in the act of summary writing. The researcher argues that writing instructors should consider ways to gamify concepts in their curriculum to bring novelty and active involvement to course materials. The researcher uses Robson et al.'s (2015) mechanics, dynamics, and emotions…
Descriptors: Game Based Learning, Benchmarking, Competence, Personal Autonomy
Phan Hoang, Thu Thao; Kato, Takaaki – Applied Environmental Education and Communication, 2021
Sustainable waste management is an urgent issue in developing countries. This study describes how lectures and group games influence knowledge in waste management of fourth-grade elementary students whose development stage is thought to be effective concerning positive attitude shifts. We employed a control-treatment design and two schools were…
Descriptors: Sanitation, Wastes, Recycling, Urban Areas
Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
Johnson, Karlie Loren; Westbrooks, Kimberly – International Journal on Social and Education Sciences, 2021
From 2016-2019, Jacksonville State University (JSU) librarians embraced the call to incorporate increased active learning into traditional library information instruction. Librarians began this process by integrating the use of a scavenger hunt into the Houston Cole Library's new orientation tailgate event. Breakout EDU Escape Room kits with a…
Descriptors: Instructional Effectiveness, Nontraditional Education, Library Instruction, Academic Libraries
Russo, James; Russo, Toby; Bragg, Leicha A. – Mathematics Education Research Group of Australasia, 2021
Research examining teachers' decision making is abundant for pedagogical activities, yet a neglected area is the study of factors influencing teachers when selecting mathematical games. This article sheds light on the factors considered when teachers' select a specific game to use in their primary mathematics classroom. Data from 248 Australian…
Descriptors: Educational Games, Game Based Learning, Decision Making, Selection Criteria

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