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Threatt, Ashley S.; Simonton, Kelly L.; Layne, Todd E. – Journal of Physical Education, Recreation & Dance, 2022
The purpose of this article was to reemphasize the importance of evidence-based instruction models, specifically the hybrid model called the Sport Education Tactical Games Model (SETGM). In addition to rehashing the importance of models-based approaches for student learning and motivation, we apply the approach by laying out the building blocks…
Descriptors: Physical Education, Athletics, Evidence Based Practice, Games
Yesengazyevna, Sagimbayeva Ainur; Niyetbayeva, Nadira; Tassuov, Bolat; Kalima, Tuyenbayeva; Bekbulatovna, Arystanova Assel – Cypriot Journal of Educational Sciences, 2022
The purpose of this research is to get students' opinions on teaching programming to students with the help of educational games in the conditions of additional education in computer science. In order to carry out the study in accordance with the main purpose, the phenomenological approach, one of the qualitative research methods, was used. The…
Descriptors: Computer Science Education, Educational Games, College Students, Student Attitudes
Besler, Hamza Kaya; Adak, Anilcan; Ekmekçi, Ridvan – International Online Journal of Education and Teaching, 2022
The purpose of this study is to determine how winning and losing affect the heart rate variability of soccer players. 10 licensed soccer players participated in the study who are also e-soccer players. 2 inner balance heart math biofeedback device was used to collect data. 7 e-soccer tournaments were organized to collect the data. Data were only…
Descriptors: Competition, Metabolism, Athletes, Team Sports
McCarthy, Shannon – Journal of Instructional Pedagogies, 2022
Games in the classroom is not a new concept. Simulations, board games, and online games are popular methods of incorporating game-based learning or gamification into the classroom. However, newer and more humor-based games popular with student populations, such as Cards Against Humanity, a popular card-based party game, have produced some…
Descriptors: Game Based Learning, Marketing, Business Administration Education, Humor
Association Supporting Computer Users in Education, 2023
ASCUE, the Association Supporting Computer Users in Education, is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. ASCUE has a strong tradition of bringing its members together to pool their…
Descriptors: Conferences (Gatherings), Computer Uses in Education, Recruitment, Learning Management Systems
Sandoval, Scott; Lamb, Jodi A. – International Journal of Technology in Education, 2023
With the changes in the educational landscape, holding students' attention has become an even more crucial point. Educators are having to find creative ways and means to engage students and make learning 'fun'. There have been numerous research studies to show that gamification can be used to drive student engagement, achievement, and reinforce…
Descriptors: Game Based Learning, Advanced Placement, Learner Engagement, Teaching Methods
Demir, Elif Çelebi; Ari, Asim – Anatolian Journal of Education, 2023
The aim of the study is to reveal the teachers' view about 8th grade English Course book and educational programme about vocabulary teaching. The study is valuable for examining 8th grade English teaching programme and course book in terms of vocabulary teaching and revealing the current situation in the programme and the course book. Vocabulary…
Descriptors: Grade 8, Second Language Learning, Second Language Instruction, English (Second Language)
Kirk Vanacore; Adam Sales; Alison Liu; Erin Ottmar – Society for Research on Educational Effectiveness, 2023
Background: Persisting after experiencing difficulty allows students to work in the upper ends of their zones of proximal development, where most learning occurs (Ventura et al., 2013; Vygotsky & Cole, 1978). Digital educational games promote productive persistence by allowing students to repeat the same or similar problems until they reach…
Descriptors: Academic Persistence, Game Based Learning, Failure, Algebra
Danilo Freitas Rangel; Juliano Silva Lima; Eduardo Freitas Nobre Da Silva; Keltony de Aquino Ferreira; Leonardo Lopes Costa – Journal of Biological Education, 2024
It is essential that concepts surrounding species interactions and their importance for biodiversity conservation are widely taught and understood. Incorporating playfulness into ecological education initiatives can attract more interest in these aspects of ecology. Over the last three decades Pokémon has engaged with millions of people by…
Descriptors: Video Games, Creative Teaching, Ecology, Biodiversity
A Gamified Method for Construction Engineering Education: Learning through Guided Active Exploration
Mohammad Ilbeigi; Diana Bairaktarova; Romina Ehsani – Journal of Civil Engineering Education, 2024
Experiential learning through active exploration can play a vital role in fostering critical thinking and problem-solving skills in engineering education. However, the complex nature of the construction industry in the 21st century cannot afford an education through trial and error in a real environment. This case study aims to promote…
Descriptors: Gamification, Educational Games, Engineering Education, Active Learning
Angelina G. González Peralta; Mario Sánchez Aguilar – Pedagogical Research, 2024
This article presents a study investigating the use of games in undergraduate mathematics instruction, with a specific focus on students' perspectives regarding post-instructional quiz games. The study explores students' opinions on the implementation of a linear algebra quiz game as a supplementary learning tool. A survey was administered to 78…
Descriptors: Educational Games, College Mathematics, Undergraduate Students, Student Attitudes
Ernesto Pacheco-Velazquez; Virginia Rodés; David Salinas-Navarro – Journal of Technology and Science Education, 2024
This study investigates the impact of game-based learning (GBL), an increasingly popular educational approach, on the development of self-directed learning (SDL) skills in complex scenarios, particularly in undergraduate logistics education. A key component of the three year study is LOST (Logistics Education Simulator), a serious game platform,…
Descriptors: Skill Development, Game Based Learning, Undergraduate Students, Foreign Countries
Kevin Larkin; Ilyse Resnick; Thomas Lowrie – Mathematical Thinking and Learning: An International Journal, 2024
Patterns are a fundamental component of mathematics, and the patterning ability of young children has been well researched; however, this research has largely been conducted with relatively small cohorts (±70) and in an interventionist way (in laboratory settings or with researchers directly intervening in educational contexts). The current study…
Descriptors: Foreign Countries, Preschool Children, Pattern Recognition, Mathematics Education
Chun-Hsin Kuo; Meng-Jun Chen; Robasa Nababan; Hsiao-Ching She – IEEE Transactions on Learning Technologies, 2024
Game-based learning (GBL) has long been recognized as an effective way to engage students in learning through games, but little emphasis has been placed on scaffolding support for students, which hinders their learning. Therefore, our design of Space Adventure GBL ties games closely to scaffolds at every stage and investigates what role games and…
Descriptors: Game Based Learning, Scaffolding (Teaching Technique), Grade 8, Instructional Effectiveness
Cheng Zhang – Interactive Learning Environments, 2024
Under the current information technology development and social interaction digitalization, China shows an increasing interest in the possibilities of digital solutions improving the effectiveness of pedagogical processes when forming and developing sports competencies and skills in football players. The present article is devoted to the study of…
Descriptors: Foreign Countries, Student Motivation, Student Interests, Team Sports

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