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Leitner, Maxyn; Greenwald, Eric; Wang, Ning; Montgomery, Ryan; Merchant, Chirag – International Journal of Artificial Intelligence in Education, 2023
Artificial Intelligence (AI) permeates every aspect of our daily lives and is no longer a subject reserved for a select few in higher education but is essential knowledge that our youth need for the future. Much is unknown about the level of AI knowledge that is age and developmentally appropriate for high school, let alone about how to teach AI…
Descriptors: Instructional Design, Game Based Learning, High School Students, Artificial Intelligence
Robinson, Bradley – Learning, Media and Technology, 2023
Emerging scholarship has brought critical attention to the increasing influence of digital platform architectures on learning across disciplines and contexts. Allied with such scholarship, this study examines how the logics of social media platforms create the conditions for new formations of literacy to emerge at the intersection of digital…
Descriptors: Electronic Learning, Video Games, Social Media, Literacy
The Effect of Digital Game-Based Learning on Secondary Level Students' Learning of Internet Literacy
Tüzün, Hakan; Sert, Sedef; Demir, Ömer – Education and Information Technologies, 2023
Since the effectiveness of pedagogies relies heavily on the context they are practiced, scholars strive to revalidate them with different participants representing different disciplines, age, cultures and so on. In this regard, this piece of work was undertaken so as to reveal the impact of a digital game-based learning environment on the…
Descriptors: Game Based Learning, Electronic Learning, Secondary School Students, Internet
What Works Clearinghouse, 2023
Teachers can use a variety of classroom management practices to help foster a classroom environment in which all students can learn. "Good Behavior Game" is a specific classroom management strategy that aims to improve social skills, minimize disruptive behaviors, and create a positive learning environment. Teachers place students into…
Descriptors: Classroom Techniques, Positive Behavior Supports, Educational Games, Intervention
What Works Clearinghouse, 2023
Teachers can use a variety of classroom management practices to help foster a classroom environment in which all students can learn. "Good Behavior Game" is a specific classroom management strategy that aims to improve social skills, minimize disruptive behaviors, and create a positive learning environment. Teachers place students into…
Descriptors: Classroom Techniques, Positive Behavior Supports, Intervention, Program Evaluation
Emily Loethen – ProQuest LLC, 2023
A critical aspect of reading fluently is the ability to respond to sight words quickly and accurately. Current interventions for sight word fluency include flashcards and taped words (TW). While effective, these interventions require extensive personnel resources and one-on-one implementation. This study evaluates a group-wide intervention, the…
Descriptors: Reading Fluency, Instructional Materials, Educational Games, Reading Instruction
Jae-woo Kim; Robert Hanneman – Journal of University Teaching and Learning Practice, 2023
Despite an increased number of case studies simulating social problems in the classroom, due attention has been rarely paid to social dilemma games in light of teaching the key concepts of sociology. We propose a paper-and-pencil experiment designed for sizeable students to simultaneously explore various conditions of sustainable cooperation in a…
Descriptors: Teaching Methods, Cooperative Learning, Game Based Learning, Class Activities
Filippas, Alexandros; Xinogalos, Stelios – Education and Information Technologies, 2023
Serious games (SGs) about Chemistry have the potential to cope with challenges, such as students' low performance and lack of motivation for the subject. However, the majority of existing SGs for Chemistry have the form of educational applications infused with some elements of entertaining games. The aim of the study presented was to design and…
Descriptors: Educational Games, Science Education, Chemistry, Computer Oriented Programs
Bae, Haesol; Feng, Chen; Glazewski, Krista; Hmelo-Silver, Cindy E.; Chen, Yuxin; Mott, Bradford W.; Lee, Seung Y.; Lester, James C. – TechTrends: Linking Research and Practice to Improve Learning, 2023
Because implementing and orchestrating collaborative problem-based learning (PBL) in K-12 classrooms requires teachers to manage multiple activities and access various teaching resources at the same time, this is an exceptionally complex task for designers to develop tools for orchestration support as well as for teachers to coordinate. The aim of…
Descriptors: Cooperative Learning, Problem Based Learning, Elementary Secondary Education, Teacher Attitudes
Demirci, Ömer; Ineç, Zekeriya Fatih – Acta Didactica Napocensia, 2023
This study aims to advance the development of the mathematical processing skills of students by suggesting the use of digital geography games. This includes an analysis of its contribution to the standard mathematics curriculum in areas such as data processing as well as its contribution to social studies curricula in areas such as map literacy,…
Descriptors: Video Games, Geography Instruction, Mathematics Education, Data Processing
Kynigos, Chronis; Grizioti, Marianthi; Latsi, Maria – Digital Experiences in Mathematics Education, 2023
Classification is a complex process that involves scientific concepts and higher-order mental processes such as abstraction, generalization, and pattern recognition. Even though it is an important competence for understanding the world, dealing with data and information, and solving complex problems, the education system embeds just its simplest…
Descriptors: Classification, Thinking Skills, Mathematics Skills, Educational Games
Hemtasin, Chulida; See-Onjan, Chanidaporn – Higher Education Studies, 2023
The aim of this research was to study teachers' learning management experience in teaching science after the COVID-19 pandemic. The sample consisted of 66 senior pre-service science teachers, who carried out fieldwork in the school, and 53 in-service science teachers; the selection was conducted by purposive sampling. The instrument of this…
Descriptors: Teaching Experience, Science Education, COVID-19, Pandemics
James D. Mendez – Journal of Chemical Education, 2023
Chemistry and Chaos is a role-playing game that was developed to teach a wide variety of chemistry topics. The game uses the traditional role-playing framework to present material in an engaging and interactive format. The students take on the role of a particular type of chemist while the instructor guides them on an adventure to test their…
Descriptors: Chemistry, Role Playing, Game Based Learning, Teaching Methods
Maria Samy William Yacoub; Amanda J. Holton – Journal of Chemical Education, 2023
Success in general chemistry requires active engagement with course material. COVID-19 accelerated the move to online courses, creating a crucial need for engaging course activities. The Mysterious Compound chemistry game was designed to engage undergraduate students in introductory chemistry concepts while allowing the instructor and students to…
Descriptors: Online Courses, Chemistry, Science Instruction, Educational Games
Jessica van Horssen; Zoë Moreton; Gaspard Pelurson – Journal of Learning Development in Higher Education, 2023
This paper explores how video games can enhance learning in the higher education Humanities classroom through play and critical discussions. Through the observation of two case studies, it aims to highlight important concepts and considerations and serve as a platform for future research and debate. The first case study utilised Sid Meier's…
Descriptors: Video Games, Technology Uses in Education, Higher Education, Case Studies

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