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Scholz, Kyle W.; Komornicka, Jolanta N.; Moore, Andrew – Teaching & Learning Inquiry, 2021
This paper analyzes the development and implementation of a game-based learning course design framework. Drawing inspiration from task-based learning, the framework is structured around four core gamified elements: narrative assignment design; learner discovery; team-based collaboration and competition; and choice through quests. The intended goal…
Descriptors: Game Based Learning, History Instruction, College Instruction, Learner Engagement
Radulovic, Branka – Journal of Baltic Science Education, 2021
Modern approaches in Physics classes which involve the game-based student response system (GSRS) have been in use for a while, but their educational efficiency and students' involvement have not been examined. Therefore, this research's main aim was to determine the educational efficiency and students' involvement of GSRS and to assess their…
Descriptors: Instructional Effectiveness, Game Based Learning, Teaching Methods, Audience Response Systems
Trocchia, Philip J.; Luckett, Michael G.; Noel, Noel M. – Journal of Education for Business, 2021
Undergraduate business students (N = 307) reported their learning preferences from a list of 18 instructional methods commonly used by college of business educators. Data were also collected on academic and demographic characteristics. Exploratory factor analysis of student preferences for instructional methods identified five learning styles:…
Descriptors: Undergraduate Students, Cognitive Style, Factor Analysis, Preferences
Musgrove, Hannah B.; Ward, William M.; Hiatt, Leslie A. – Journal of Chemical Education, 2021
A Quantitative Analysis Lab class was developed that began with 9 weeks of student preparation for the Quant Escape Game (QEG) where the students learned the fundamentals of quantitative analysis. The preparation was followed by the four-week QEG, an active-learning, cooperative-learning, and problem-based learning experience in which the students…
Descriptors: Learner Engagement, Student Motivation, Student Projects, Undergraduate Students
Yildirim, Bekir – Early Childhood Education Journal, 2021
This study investigated the repercussions of the COVID-19 pandemic on preschool education and sought answers to how preschool education is implemented, what kind of activities are held, what kind of challenges need to be overcome, and what measures need to be taken to sustain preschool education. The sample consisted of 25 preschool teachers and…
Descriptors: Preschool Education, Preschool Teachers, Teacher Attitudes, Parent Attitudes
Pfirman, S.; O'Garra, T.; Bachrach Simon, E.; Brunacini, J.; Reckien, D.; Lee, J. J.; Lukasiewicz, E. – Journal of Geoscience Education, 2021
As the impacts of climate change grow, we need better ways to raise awareness and motivate action. Here we assess the effectiveness of an Arctic climate change card game in comparison with the more conventional approach of reading an illustrated article. In-person assessments with control/reading and treatment/game groups (N = 41), were followed…
Descriptors: Game Based Learning, Educational Games, Instructional Effectiveness, Environmental Education
Paciarotti, Claudia; Bertozzi, Gabriele; Sillaots, Martin – European Journal of Engineering Education, 2021
Gamification is usually defined as the use of game structure components in circumstances that are not commonly associated with games. In engineering studies, Gamification and its sub-concept of Serious Games are rather widespread pedagogical models. Just like in other application scopes, the approach to their utilisation or analysis is always…
Descriptors: Game Based Learning, Educational Games, Engineering Education, Undergraduate Students
Hall, Tanithe – Teachers and Curriculum, 2021
This article explains a case study undertaken for the purposes of answering the research questions: What does STEM education look like in a Year 7/8 New Zealand classroom? How do Year 7/8 students engage in the interdisciplinary approach of STEM education? Do/how do students value STEM learning in contrast to individual subject learning? This case…
Descriptors: STEM Education, Grade 7, Grade 8, Value Judgment
Murillo-Zamorano, Luis R.; López Sánchez, José Ángel; Godoy-Caballero, Ana Luisa; Bueno Muñoz, Carmen – International Journal of Educational Technology in Higher Education, 2021
This study aims to examine whether it is possible to match digital society, academia and students interests in higher education by testing to what extent the introduction of gamification into active learning setups affects the skills development demanded by the workplace of the digital society of the twenty-first century, the academic achievement…
Descriptors: Game Based Learning, Active Learning, Higher Education, Student Interests
Shaharim, Saidatul Ainoor; Ishak, Nor Asniza; Zaharudin, Rozniza – Journal of Science and Mathematics Education in Southeast Asia, 2021
Purpose: This study aims to assess the validity and reliability of the Psycho-B'GREAT Module developed according to the ASSURE's Module Development Model. Method: The content validity of the Psycho-B'GREAT Module was assessed by ten experts in the fields related in teaching and learning (T&L) and biology education. In testing the…
Descriptors: Content Validity, Models, Reliability, Scores
Li, Linlin; Flynn, Kylie S.; DeRosier, Melissa E.; Weiser, Gary; Austin-King, Kelsey – Grantee Submission, 2021
School closures because of natural phenomena, such as COVID-19, have emphasized the importance of effective distance learning strategies when there are no in-person alternatives. Although infrequently mentioned in discussions of student performance, social-emotional skill building came to the forefront of conversations due to the isolation and…
Descriptors: COVID-19, Pandemics, School Closing, Social Emotional Learning
Drumhiller, Nicole K., Ed.; Wilkin, Terri L., Ed.; Srba, Karen V., Ed. – IGI Global, 2021
Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a…
Descriptors: Simulation, Game Based Learning, Emergency Programs, Authentic Learning
Bilbao-Quintana, Naiara; López-de-la-Serna, Arantzazu; Romero-Andonegui, Ainara; Tejada-Garitano, Eneko – Online Submission, 2021
Introduction: The term escape room has undergone a notable evolution in recent years, extending its presence to areas not only recreational but also business or educational. The defining traits (overcoming obstacles, problem-solving, teamwork, time management...) have proven to be valid in business and education. This study presents the…
Descriptors: Thinking Skills, Skill Development, Learning Motivation, Curriculum Design
Sherry Yi – ProQuest LLC, 2021
Interest development is a topic that has fascinated and puzzled educators since the 20th century. Despite decades of research and important advances in the field, questions remain about interest and its relationship to learning. In particular, given the pervasiveness of technology in our daily lives, it is essential to understand how interest…
Descriptors: Video Games, Intervention, Educational Games, STEM Education
Ai-Chu Elisha Ding; Kuo-Ting Tim Huang; Jessica DuBois; Huali Fu – Educational Technology Research and Development, 2024
Secondary science students still struggle to master scientific concepts and apply content-based knowledge. The instructional design behind the incorporation of innovative technology and the use of game-based learning (GBL) could be a key to increasing student acquisition of science knowledge. Using a mixed methods design, this study examined the…
Descriptors: Game Based Learning, Computer Simulation, Scaffolding (Teaching Technique), Student Motivation

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