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Mónica Stella Cárdenas Claros; Ximena Paola Buendía Arias; Kimberley Dassonvalle – Educational Action Research, 2024
The identification of suitable topics in action research can be challenging due to the complex nature of the educational context and the diverse factors that influence problem identification processes. This qualitative multi-case study explores problem identification among pre-service teachers involved in action research (AR). Twenty-nine…
Descriptors: Puzzles, Identification, Preservice Teachers, Action Research
Jane Ferns; Natasha Hawkins; Alexandra Little; Mohammad Hamiduzzaman – Innovations in Education and Teaching International, 2024
Interprofessional education is a key component of preparing health professional students to become collaborative practice-ready graduates. In the design and delivery of activities, educators seek ways to enhance student participation and learning with the goal of developing students' collaborative practice capabilities. Traditionally, learning…
Descriptors: Educational Games, Puzzles, Interprofessional Relationship, Professional Education
Nabojit Kar; Chuanliang Huang; Sanjay Sridhar; Madison E. Edwards; Suchismita Ghosh; Marie E. Nikolov; Bianca Paranzino; Xin Yan; Katherine A. Willets; Xingchen Ye; Sara E. Skrabalak – Journal of Chemical Education, 2024
In contemporary society, cultivating scientific literacy among the public is imperative for informed decision-making on matters influencing general well-being. Here, we report the multifaceted activity Magnifying Minds as a collaboration between artists and scientists to enhance scientific literacy through public art. Murals as a medium for…
Descriptors: Integrated Activities, Painting (Visual Arts), Artists, Scientists
Matt Offord; Sarah Honeychurch; Nick Quinn; Matthew Barr; Helen Mullen – Journal of Learning Development in Higher Education, 2022
This case study aims to highlight the ease of use and effectiveness of an escape room game by describing how it was implemented in an undergraduate business course. The case study demonstrates the simplicity of a straightforward text-based game and how this was used in a large course of online students. Our case study aims to present our…
Descriptors: Puzzles, Educational Games, Undergraduate Students, Business Education
Tofel-Grehl, Colby; Searle, Kristin; Ball, Douglas; Jeong, Soojeong – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2023
As computing becomes an essential component of professional practice across science, technology, engineering, and mathematics (STEM) fields, integration of computing across content areas in K-12 classrooms is also becoming important. Particularly within science classrooms, computer science and computational thinking (CS/CT) are novel and necessary…
Descriptors: Science Instruction, Physics, Elementary Secondary Education, Computation
Knutsen, Dominique; Brunellière, Angèle – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2023
During dialogue, people reach mutual comprehension through the production of feedback markers such as "yeah" or "okay." The purpose of the current study was to determine if mental load affects feedback production, as there is currently no consensus as to how mental load constrains the way in which dialogue partners reach mutual…
Descriptors: Cognitive Processes, Difficulty Level, Interpersonal Communication, Dialogs (Language)
Shaw, Neil – Journal of Pedagogical Research, 2023
Attention-based learning tasks of modern classrooms require processing of information in working memory. Not much is known about the cognitive processes operating during these tasks. To gain an understanding of the processes that support cognitive functions like learning, we have monitored the activity of the brain waves emanating from the frontal…
Descriptors: Cognitive Processes, Brain Hemisphere Functions, High School Students, Short Term Memory
Rachel Schechter; Isabella Ilievski; Kenny Lam; Paul Chase – Online Submission, 2025
This study evaluated the effectiveness of Edpuzzle, an interactive media learning tool, in enhancing student achievement in Math and English Language Arts (ELA) among grades 3-11 students in a participating California school district during the 2023-2024 academic year. Employing a retrospective design, the evaluation analyzed Edpuzzle usage data…
Descriptors: Language Arts, Academic Achievement, Elementary School Students, Secondary School Students
Li Ye; Ruoyan Wang; Yongxin Hang – Journal of Educational Computing Research, 2024
The pedagogical value and global relevance of heritage education regarding the safeguarding of global tradition and practice for future generations is indisputable. This research aims to investigate the efficacy of integrating a puzzle-based game, with scaffolding strategies, to enhance students' understanding and appreciation of cultural heritage…
Descriptors: College Students, Game Based Learning, Scaffolding (Teaching Technique), Heritage Education
Antonio Va´zquez-Lo´pez; Joaqui´n Artigas-Arnaudas; Javier Bedmar – Journal of Chemical Education, 2024
Herein we propose the implementation of an "escape room" activity to reinforce chemistry-related concepts for students of the Bachelor of Arts and Fashion. In this work, a combined online and offline activity is developed, easily adaptable to different environments. The online activity consists of 5 blocks of multiple-quiz questions…
Descriptors: Clothing Instruction, Plastics, Recycling, Problem Solving
Bonacci, Enzo – Online Submission, 2021
This manuscript is meant to support secondary school teachers in their constant effort to find novel ways to engage students. Adolescents seem particularly stimulated by time-travelling scenarios, like the famous "wormhole billiard ball paradox" proposed by J. Polchinski in 1990, which are usually solved through closed time-like curves…
Descriptors: Puzzles, Secondary School Science, Physics, Scientific Concepts
White, Dorothy Y. – Mathematics Teacher: Learning and Teaching PK-12, 2022
Every student has mathematical strengths beyond knowing basic facts, solving problems quickly, or showing work clearly. In this article, the author presents Smiles as an "on-ramp" task that supports students working together by unveiling and leveraging mathematical strengths. Nielsen describes on-ramp mathematics tasks as scaffolds that…
Descriptors: Mathematics Skills, Cooperative Learning, Problem Solving, Puzzles
Schenker, Theresa; Kraemer, Angelika – NECTFL Review, 2022
A digital escape room is a gamified activity in which students work collaboratively to solve a series of tasks or riddles within a certain amount of time. They are typically embedded in a story framework at the end of which students need to "escape" an imaginary scenario. Students explore the target culture while using the target…
Descriptors: Gamification, Educational Games, Puzzles, Problem Solving
Ching-Yi Chang; Intan Setiani; Jie Chi Yang – Journal of Educational Computing Research, 2025
Traditional teaching methods often limit interactive learning, negatively impacting students' motivation and learning achievement. Moreover, fostering collaborative awareness and problem-solving skills is crucial for developing the core competencies of future nursing professionals. To address these challenges, this study proposed an escape…
Descriptors: Educational Games, Puzzles, Computer Assisted Instruction, Electronic Learning
Sandstrom, Alice M. – ProQuest LLC, 2019
This dissertation proposes the development of an educational video game that teaches its players. This proposed game seeks to address the following two issues/problems within the topic of shape grammar. First, the process of designing with shape grammar requires the designer to first develop shape rules at the start of the design process, opposite…
Descriptors: Educational Games, Video Games, Architectural Education, Geometric Concepts

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