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Melanie Nelson – ProQuest LLC, 2024
Student behavior is a major concern for all teachers as classroom management is key to improving educational outcomes. Despite many schools utilizing punitive strategies, research suggests that positive behavior intervention supports (PBIS) are more appropriate and effective at improving student behavior. One such intervention, the Good Behavior…
Descriptors: Game Based Learning, Positive Behavior Supports, Student Behavior, Classroom Techniques
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Antonio Va´zquez-Lo´pez; Joaqui´n Artigas-Arnaudas; Javier Bedmar – Journal of Chemical Education, 2024
Herein we propose the implementation of an "escape room" activity to reinforce chemistry-related concepts for students of the Bachelor of Arts and Fashion. In this work, a combined online and offline activity is developed, easily adaptable to different environments. The online activity consists of 5 blocks of multiple-quiz questions…
Descriptors: Clothing Instruction, Plastics, Recycling, Problem Solving
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Ana Lúcia Bento Miguens; João Manuel Nunes Piedade; Rui Jorge Bernardes dos Santos; Tiago Lopes Oliva – Educational Media International, 2024
This research arises within the scope of the Postgraduate Course of Specialization in Technologies and Robotics in Elementary School. Its aim is to analyze the impact of robotics and programming on the motivation and involvement of students in the development of computational thinking, in the learning of mathematical concepts. The study was…
Descriptors: Student Motivation, Computation, Thinking Skills, Skill Development
Myra Colet DeVore Pierce – ProQuest LLC, 2024
Adults are faced daily with making financial decisions, some which are very difficult, therefore, more knowledge is necessary about personal finance to help adults make wise financial decisions. This study examined if there was a statistically significant difference in pretest and posttest scores from the Test for Financial Literacy (TFL) as well…
Descriptors: Game Based Learning, Financial Literacy, Scores, High School Students
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Sohrabi, Tayebeh – Brock Education: A Journal of Educational Research and Practice, 2021
This study examined the effects of group games on female elementary students' cooperation skills. Two classes of elementary female students were assigned as an experimental or a control group. The study used a quasi-experimental method for the evaluation and comparison of cooperation development and administered the Measurement of…
Descriptors: Play, Interpersonal Competence, Cooperation, Elementary School Students
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Adipat, Surattana; Laksana, Kittisak; Busayanon, Kanrawee; Asawasowan, Alongkorn; Adipat, Boonlit – International Journal of Technology in Education, 2021
A new approach to learning in the form of educational games has been adopted in recent years, especially in English language teaching. The educational game learning approach used to teach English to non-native English-speakers who use English as a second or foreign language has recorded great success. This study provides an innovative framework…
Descriptors: Learner Engagement, Learning Processes, Game Based Learning, English (Second Language)
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Ahmad, Adnan; Zeeshan, Farrukh; Marriam, Rutab; Samreen, Alia; Ahmed, Sohaib – Journal of Computing in Higher Education, 2021
Gamification--the use of game elements in serious contexts, has been prevalent to enhance users' motivation and engagement in difficult activities. In the literature related to higher education, the use of gamification has emerged as a new pedagogical approach in order to improve students' learning behaviors. On the other hand, traditional…
Descriptors: Outcomes of Education, Game Based Learning, Group Dynamics, Higher Education
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Lathwesen, Chantal; Belova, Nadja – Education Sciences, 2021
In the last decade, game-based learning has received growing attention in educational contexts in general and science education in particular. A recent game trend, which has also found its way into STEM classrooms, is escape rooms. In this type of game, players have to work through several puzzles to achieve a specific goal (mostly to escape from…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Cooperative Learning
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Singh, Parmjit; Hoon, Teoh Sian; Nasir, Akmal Md; Ramly, Adlan Md; Rasid, Syazwani Md; Meng, Chew Cheng – International Journal of Evaluation and Research in Education, 2021
Given the hypothesis that card games form a strong tool capable of shaping the aforementioned interest, this study has developed a card game called Math Zap as a pedagogical tool for numeracy skills development in the context of mental computation. It is geared towards investigating the efficacy of this Math Zap card game, in facilitating the…
Descriptors: Game Based Learning, Educational Games, Numeracy, Mathematics Skills
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Hodges, Georgia W.; Oliver, J. Steve; Jang, Yoonsun; Cohen, Allan; Ducrest, David; Robertson, Tom – Journal of Science Education and Technology, 2021
The use of serious educational games has the potential to increase student learning outcomes in science education by providing students with opportunities to explore phenomena in ways that vary from traditional instruction; yet, empirical research to support this assertion is limited. This study aimed to explore deeply what learning gains were…
Descriptors: Educational Games, Game Based Learning, Secondary School Science, Science Instruction
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Esentas, Melike – International Journal of Curriculum and Instruction, 2021
The purpose of this study is to determine the opinions of the participants regarding the use of mind and intelligence games as a leisure time educational tool. The study population consists of a total of 97 mind and intelligence games trainers and referees as 58 women and 37 men with an average age of 38.103 who voluntarily participated in the…
Descriptors: Leisure Time, Games, Student Attitudes, Game Based Learning
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Said Hashim, Khadijah; Mohd Radz, Fatin Aliana; Wan Yunus, Farhana; Dahlan, Nadia Ainuddin; Silah, Sumardianshah; Abdul Wahab, Rohaya – Asian Journal of University Education, 2021
This paper examines peer interactions among preschoolers while playing the board game known as "Buaya di Bawah Jambatan" (BDBJ) particularly in learning "adab" and moral values. Additionally, this study is guided by two research objectives focusing on the nature (types) of interactions among players during the game and…
Descriptors: Peer Relationship, Game Based Learning, Games, Ethical Instruction
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Senocak, Dilek; Büyük, Köksal; Bozkurt, Aras – Online Learning, 2021
Gamification, which is defined as the use of game design elements in non-game contexts, is put forward as a solution to low motivation and is suggested for the creation of a sustainable learning ecology in open and distance learning (ODL). The overall purpose of the present study was to examine the distribution of the Hexad gamification user types…
Descriptors: Game Based Learning, Open Education, Distance Education, Games
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Jamshidifarsani, Hossein; Tamayo-Serrano, Paul; Garbaya, Samir; Lim, Theodore – Journal of Computer Assisted Learning, 2021
Training design for automatic skills has a vast domain of application, such as education, physical and cognitive rehabilitation, as well as sports, arts and professional training. Gamification concept used in technology-assisted training has the potential to increase motivation, engagement and adherence to the training programme. Currently, the…
Descriptors: Game Based Learning, Models, Computer Assisted Instruction, Task Analysis
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Mutch-Jones, Karen; Boulden, Danielle C.; Gasca, Santiago; Lord, Trudi; Wiebe, Eric; Reichsman, Frieda – Educational Technology Research and Development, 2021
Research on the use of digital games suggests they can enhance students' learning; however, teachers often play an important role in mediating gameplay and a game's educational goals. The purpose of the study was to investigate implementation approaches of nine biology teachers using an immersive digital game in their science classes, focusing on…
Descriptors: Computer Games, Game Based Learning, Teaching Methods, Science Instruction
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