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Felix, Zildomar Carlos; Machado, Liliane S.; Vianna, Rodrigo Pinheiro de Toledo – International Journal of Game-Based Learning, 2023
Domestic violence against women has been a serious social and public health problem faced by contemporary society. This type of violence has grown in recent years, placing the woman not only as a victim of the aggressor but also of a sexist culture established over time. One of the ways to combat this problem is through prevention based on…
Descriptors: Family Violence, Females, Victims, Gender Bias
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Babacan Çörekci, Tugçe – Design and Technology Education, 2023
The concept of play supports the experiential and creative aspects of the design field because it is a familiar and fun phenomenon and involves interaction. The use of game-based learning in design processes will increase participation by supporting the regulation of these processes and the problematic aspects of the design studio course, which is…
Descriptors: Game Based Learning, Architectural Education, Workshops, Teaching Methods
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Shaikh, Rafikh Rashid; G., Nagarjuna; Gupta, Ayush – Education and Information Technologies, 2023
Networked computers can potentially support classrooms to be more interactive. It can help students share representations amongst themselves and work together on a shared virtual activity space. In research on the role of shared screens or shared virtual workspace in learning settings, there has been less attention paid to contexts where learners…
Descriptors: Technology Uses in Education, Computer Assisted Instruction, Computer Games, Mathematics Education
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Georgakis, Steve – Physical Educator, 2023
Indigenous games and sports (IG&S) form a mandated part of the Health and Physical Education (HPE) learning area of the Australian National Curriculum and to encourage the adoption of IG&S, the Australian Curriculum, Assessment, and Reporting Authority (ACARA), the independent statutory authority responsible for the development of a…
Descriptors: Indigenous Knowledge, Games, Athletics, Health Education
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Orit Avidov-Ungar; Merav Hayak – Journal of Information Technology Education: Research, 2023
Aim/Purpose: The current research examined the use of digital games in the fully online learning context imposed by lockdowns in response to the COVID-19 pandemic. In particular, we sought to understand the contribution that digital games made to teacher educators and how they used digital games in their remotely delivered courses. Background:…
Descriptors: Computer Games, Electronic Learning, COVID-19, Pandemics
Eyupoglu, Tayyibe Fulya – ProQuest LLC, 2023
The current study aimed to contribute to the literature by implementing an intervention that examines the effects of explicit metacognitive strategy training and prompts embedded within a Game-Based Learning Environment (GBLE), "Missions with Monty," on metacognitive monitoring accuracy, game performance, and science knowledge of…
Descriptors: Game Based Learning, Metacognition, Educational Games, Grade 5
Tam, Frankie L. – ProQuest LLC, 2023
Executive functions (EF) are important cognitive processing skills required for planning, reasoning, problem solving and self-monitoring. It is vital to various aspects of human development from behavioral, social-emotional to academic. There is an increasing interest in identifying and developing cognitive skills training interventions. Results…
Descriptors: Educational Technology, Executive Function, Game Based Learning, Intervention
Carmen D'Angelo – ProQuest LLC, 2023
This mixed-methods action research study delves into the decision-making processes of students, with a specific focus on Arizona State University Housing as a case study. It also explores the potential role that Arizona State University Housing professionals can play in facilitating the flow of essential information to aid in these decision-making…
Descriptors: College Students, Decision Making, College Housing, Student Personnel Workers
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Sittichai Wichaidit; Manabu Sumida – Science Education International, 2023
The conceptual change approach has been a prevalent theoretical foundation for comprehending students' acquisition of scientific knowledge. Despite its extensive use, only a limited number of studies have employed this framework to examine the effectiveness of game-based learning (GBL). The GBL was utilized to teach 101 middle school students…
Descriptors: Game Based Learning, Instructional Effectiveness, Science Education, Middle School Students
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Hill, Jessica; Cebulski, Adam R. – New Directions for Student Leadership, 2022
Developing leaders through games in the co-curriculum provides an opportunity for creative and innovative program design across learning taxonomies. Game-based learning provides a value-added experience for busy students who are balancing competing demands on their times. Additionally, co-curricular participants are often more receptive to…
Descriptors: Leadership Training, Extracurricular Activities, Game Based Learning
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Eisenhauer, Joseph G. – Teaching Statistics: An International Journal for Teachers, 2022
This paper uses actual data on horse racing to illustrate probabilities, odds, and expected values, and offers cautionary remarks about applying textbook formulas to gambling on real-world sporting events.
Descriptors: Statistics Education, Probability, Textbooks, Mathematical Formulas
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Feng, Tianying; Chung, Gregory K. W. K. – Grantee Submission, 2022
A critical issue in using fine-grained gameplay data to measure learning processes is the development of indicators and the algorithms used to derive such indicators. Successful development--that is, developing traceable, interpretable, and sensitive-to-learning indicators--requires understanding the underlying theory, how the theory is…
Descriptors: Games, Data Collection, Learning Processes, Measurement
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Lin, Yi-Ling; Chien, Shih-Yi; Su, Wei-Cheng; Hsiao, Sharon Ihan – Education and Information Technologies, 2023
There are plentiful online programming resources that enable learners to develop an understanding of conceptual knowledge and practical implementation. However, learners, especially novices, often experience difficulties locating the required information to solve the programming problems. Differ from natural language in syntax and convention,…
Descriptors: Programming, Game Based Learning, Concept Formation, Learner Engagement
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Ramos, Júlio Cesar; L'Erario, Alexandre; Mendonça, Marcio; Fabri, José Augusto; Palácios, Rodrigo Henrique Cunha – Education and Information Technologies, 2023
The freshman student's perspective on the activities performed in a data center by the network analyst is complex and intricate. These activities include the configuration of equipment and the connection between network devices. There are several issues with these activities that demand technical knowledge. Questions such as: "what does this…
Descriptors: Game Based Learning, College Freshmen, Computer Science Education, Computer Networks
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Lord, Joshua – Journal of College Science Teaching, 2023
Invasive species are a major ecological and economic problem at the global scale, and education plays a major role in raising awareness and combating these species' future spread. There are complex management and economic issues associated with preventing the spread of invasive species, and these are challenging to teach in a way that students can…
Descriptors: Game Based Learning, Ecology, Environmental Education, Cooperative Learning
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