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Bylsma, Megan – Papers on Postsecondary Learning and Teaching, 2020
Implementing curriculum that includes all students, that celebrates individual learners' needs, that fosters student responsibility, and that teaches skills that transcend discipline-specific outcomes is possible with a pedagogy that embraces immersion learning. Reacting to the Past is a High Impact Practice (H.I.P.) approach that uses elaborate,…
Descriptors: Learner Engagement, Experiential Learning, Role Playing, Game Based Learning
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Ríos Félix, José Mario; Zatarain Cabada, Ramón; Barrón Estrada, María Lucía – Education and Information Technologies, 2020
Digital literacy is a need for our current society. In Mexico, digital incursion programs are barely implemented, which represents an educational delay compared to other countries that have faced the need to integrate the teaching of digital skills, in a wide range of educational levels. This paper presents a learning environment of Computational…
Descriptors: Foreign Countries, Elementary School Students, Teaching Methods, Thinking Skills
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Kiron, Nafisul; Adaji, Ifeoma; Long, Jeff; Vassileva, Julita – Electronic Journal of e-Learning, 2020
Games are a great source of entertainment and are used by people of all ages; they motivate and engage people and affect their behavior. Therefore, games have been widely studied in many non-game contexts. Education is one of those areas where gamified, and game-based learning strategies have been implemented and explored. To engage and motivate…
Descriptors: Learner Engagement, Games, Peer Teaching, Active Learning
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Normand, Matthew P.; Burji, Carla – Journal of Applied Behavior Analysis, 2020
The Step it UP! Game is an interdependent group reinforcement contingency based on the Good Behavior Game. We evaluated the effects of the Step it UP! Game on the number of steps taken by 3rd-grade students during physical-education (PE) classes at a local public elementary school. We divided the class into 2 teams and awarded a "Step it UP!…
Descriptors: Physical Education, Games, Game Based Learning, Physical Activity Level
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Feng, Yan; Audy, Jean-François; Rönnqvist, Mikael; D'Amours, Sophie – INFORMS Transactions on Education, 2020
This article presents an educational game to engage university and industrial stakeholders in collaborative training for supply chain management courses. The game will help students learn complex supply chain management issues. There are two integrated parts: a case ethod through an industrial case and an activity-based game featuring role plays…
Descriptors: Educational Games, Television, Supply and Demand, College Students
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Montoro, Miriam Agreda; Ortiz Colón, Ana Mª; Rodríguez Moreno, Javier – International Association for Development of the Information Society, 2020
This work presents an educational innovation performed during the academic year 2018/2019, consisting in some escape room activities with the students of the Social Education and the Infant Education degrees from the University of Jaén. This kind of activity have maintained, for many years, certain popularity within the educational field,…
Descriptors: Technological Literacy, Game Based Learning, Cooperative Learning, Problem Solving
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El Naggar, Bassant; Berkling, Kay – Research-publishing.net, 2020
Playing games on mobile devices has become an integral part of younger generations' lives. Mobile games foster, among other things, deep concentration. This paper reports on design guidelines derived from observations of six elementary school pupils' engagement over a six-week period during an after-school reading club program. Each meeting…
Descriptors: Game Based Learning, Design, Reading Instruction, Elementary School Students
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Joko Slamet; Yazid Basthomi; Francisca Maria Ivone; Evi Eliyanah – Journal of Educators Online, 2025
In English for Specific Purposes (ESP) education, the synergy between autonomous learning, gamified Massive Open Online Course (MOOC) platforms, and self-directed learning (SDL) frameworks is underexplored. Despite recognizing autonomous learning's significance in language education, there is a lack of in-depth analysis of their interaction within…
Descriptors: MOOCs, Student Attitudes, English for Special Purposes, Second Language Learning
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Andrew S. Cale; Margaret A. McNulty – Anatomical Sciences Education, 2025
Active recall, the act of recalling knowledge from memory, and games-based learning, the use of games and game elements for learning, are well-established as effective strategies for learning gross anatomy. An activity that applies both principles is Catch-Phrase, a fast-paced word guessing game. In Anatomy Catch-Phrase, players must get their…
Descriptors: Anatomy, Game Based Learning, Recall (Psychology), Educational Games
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J. Priyanto Widodo; Lailatul Musyarofah; Joko Slamet – MEXTESOL Journal, 2025
Gamification-based instruction learning design can enhance students' conceptual knowledge and academic achievement by reversing before-class and in-class activities. This strategy raises the issue of students having to learn independently, especially for self-directed learning (SDL), where students often struggle. To create a flipped classroom for…
Descriptors: Teaching Methods, Game Based Learning, Instructional Design, Academic Achievement
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Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods
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Erasmos Charamba, Editor; Shalom Nokuthula Ndhlovana, Editor – IGI Global, 2025
Improving academic performance and achievement requires educational systems to adopt inclusive learning practices that recognize and accommodate the diverse needs of all students. Inclusive education emphasizes equitable access to learning opportunities, tailored instructional methods, and supportive environments that value each learner's…
Descriptors: Academic Achievement, Inclusion, Active Learning, Game Based Learning
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Slade, Dennis G.; Martin, Andrew J.; Watson, Geoff – Physical Education and Sport Pedagogy, 2019
Background: Slade ["Do the Structures Used by International Hockey Coaches for Practising Field-Goal Shooting Reflect Game Centred Learning Within a Representative Learning Design? The International Journal of Sport Science and Coaching" 10 (4): 655-668] argued that because no two students learn or conceive knowledge in exactly the same…
Descriptors: Game Based Learning, Play, Fundamental Concepts, Teaching Methods
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Alomari, Islam; Al-Samarraie, Hosam; Yousef, Reem – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This study reviewed previous research on the role of gamification techniques in promoting students' learning. Background: The role of gamification in promoting students' learning has been investigated empirically by many scholars. To date, mixed results about the effectiveness of gamification have been reported, and researchers…
Descriptors: Game Based Learning, Instructional Effectiveness, College Students, Journal Articles
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Jarrett, Kendall; Light, Richard – European Physical Education Review, 2019
This study focuses on the analysis of collective meaning associated with secondary physical education teachers' (n = 12) experiences of teaching games using a game based approach (GBA). Participants taught in one of two different international contexts, southeast Australia or southeast England, and all had some experience of using a GBA to teach…
Descriptors: Game Based Learning, Teaching Experience, Secondary School Teachers, Physical Education Teachers
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