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Ifeanyi Mbukanma; Madira Manganyi; Bhekithemba Vellem; Neliswa Gqoli – Research in Social Sciences and Technology, 2024
The aim of this study resonated with the pursuit of achieving enhanced engagement in teaching and learning that informs critical thinking, and knowledge retention among students. Despite the growing trend of technological integration in teaching and learning, however, there exists a lack of empirical evidence and comprehensive studies that…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Learner Engagement
Soumita Chakraborty; Nabin Thakur – Cogent Education, 2024
This study examined students' awareness of the environmental impacts associated with prolonged screen time, specifically during binge-watching sessions. It focused on students' understanding of carbon emissions from electronic devices, binge-watching behaviors, and factors like content preference, duration, and frequency. Potential interventions…
Descriptors: Environment, Conservation (Environment), College Students, Knowledge Level
Ching-Yi Chang; Hsiu-Ju Jen; Jie Chi Yang – Interactive Learning Environments, 2024
Nursing students participating in labor support training need to learn core clinical skills to assess the delivery process to reduce the risk and labor pain of pregnant women. We proposed an approach to integrate scenario game-based learning with the experiential learning strategy to facilitate nursing students' learning performance and six core…
Descriptors: Vignettes, Game Based Learning, Experiential Learning, Learning Strategies
Chawin Chukusol; Prachyanun Nilsook; Panita Wannapiroon – International Education Studies, 2024
This study focuses on the development and evaluation of a challenge-based hybrid learning approach utilizing a virtual board games platform to enhance international standard student competency. Our research applies educational management theories to challenge-based learning, providing learners with diverse opportunities for engagement,…
Descriptors: Blended Learning, Game Based Learning, Problem Solving, Learner Engagement
Johanna Nyman; Sanna Salanterä; Miko Pasanen; Heidi Parisod – Health Education & Behavior, 2024
Smoking poses a significant threat to adolescent health because of its immediate and long-term detrimental health effects. Smoking refusal self-efficacy predicts smoking behavior in adolescence. In adolescents' health education, digital interventions are potential tools to support smoking refusal self-efficacy. The aim of this two-arm cluster…
Descriptors: Smoking, Self Efficacy, Health Behavior, Intervention
Kate Swartz – Communication Teacher, 2024
This activity offers students a way to engage in cover letter writing, familiarizing themselves with the style and content of these documents in a creative, fictional scenario. Students will both prepare letters and evaluate them, with options to vary the gamification of the activity included. During the debrief, students assess their experience…
Descriptors: Writing Instruction, Business Communication, Organizational Communication, Letters (Correspondence)
Alonso, Gabriela; Schroeder, Kersten T. – Biochemistry and Molecular Biology Education, 2020
The transition to remote-teaching online for Molecular Biology has forced active learning exercises like Escape Rooms to also move online. In the past, Escape Rooms have been an effective tool for students to help reinforce concepts they learned in Molecular Biology. We propose that there is a way for Escape Rooms to be moved to an online setting…
Descriptors: Active Learning, Virtual Classrooms, Molecular Biology, Educational Games
Olfa Tounsi; Anis Ben Chikha; Abdessalem Koubaa; Omar Trabelsi; Liwa Masmoudi; Haitham A. Jahrami; Cain C. T. Clark; Khaled Trabelsi; Mourad Bahloul – International Journal of Disability, Development and Education, 2025
The Good Behaviour Game (GBG) is an interdependent group contingency intervention, previously shown to be effective in managing students' behaviour across several studies. An ABAB withdrawal design was implemented to examine the effects of the GBG on the engagement and disruptive behaviours of 12 students diagnosed principally with a mild…
Descriptors: Students with Disabilities, Mild Intellectual Disability, Physical Education, Self Contained Classrooms
Amir Rastpour; Abraham Amini – Journal of Statistics and Data Science Education, 2025
We develop a spreadsheet-based game to illustrate fundamental statistical concepts in the first class of an undergraduate Statistics course to motivate students about the topics that they will learn in upcoming classes. This game has been implemented by Google Forms and Google Sheets and can be played in both online and in-person classes of small…
Descriptors: Game Based Learning, Mathematical Concepts, Statistics, Spreadsheets
Jialing Zeng; Peng Zhang; Junyi Zhou; Junjie Shang; John B. Black – Educational Technology Research and Development, 2025
Current literature indicates the significance of embodied scaffoldings in enhancing the effectiveness of interactive learning technologies for STEM conceptual learning and relevant cognitive skill development. However, there is limited research on pedagogical approaches for integrating mixed embodied scaffoldings in learning with interactive…
Descriptors: Scaffolding (Teaching Technique), Educational Games, Learning Processes, STEM Education
Josef Buchner – Technology, Knowledge and Learning, 2025
The spread of fake news poses a global challenge to society, as this deliberately false information reduce trust in democracy, manipulate opinions, and negatively affect people's health. Educational research and practice must address this issue by developing and evaluating solutions to counter fake news. A promising approach in this regard is the…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Nurah S. Alfares – International Journal of Game-Based Learning, 2025
Vocabulary is crucial for mastering English as a Foreign Language (EFL) skills. Digital Game-Based Learning (DGBL) platforms like Wordwall can enhance active learning by providing multiple-choice, missing, and matching words. The current study aimed to addresses the impact of the Wordwall platform on EFL learners in Saudi Arabia. This study…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Vocabulary Development
Xiner Liu; Andres Felipe Zambrano; Ryan S. Baker; Amanda Barany; Jaclyn Ocumpaugh; Jiayi Zhang; Maciej Pankiewicz; Nidhi Nasiar; Zhanlan Wei – Journal of Learning Analytics, 2025
This study explores the potential of the large language model GPT-4 as an automated tool for qualitative data analysis by educational researchers, exploring which techniques are most successful for different types of constructs. Specifically, we assess three different prompt engineering strategies -- Zero-shot, Few-shot, and Fewshot with…
Descriptors: Coding, Artificial Intelligence, Automation, Data Analysis
Sondre Saether; Jorunn Spord Borgen; Petter Erik Leirhaug – Sport, Education and Society, 2025
Play, games and sport are a part of the content of physical education (PE), and has been the subject of a longstanding debate among educators internationally and in Scandinavian countries. Play refers to something unstructured and free, while sport is a controlled and managed activity. Drawing on Skovbjerg`s (2021) play theory, this article…
Descriptors: Play, Physical Education, Athletics, Games
Hee Jin Bang; Eric Setoguchi – Age of Learning, Inc., 2025
This report focuses on Harlingen Consolidated Independent School District's 2022-2023 implementation of "My Math Academy" with Kindergarten, 1st, and 2nd grade students across its 17 elementary schools. Students' program usage has been associated with significant improvements on CIRCLE Progress Monitoring Assessment System (pre-K) and on…
Descriptors: Mathematics Education, Elementary School Students, Kindergarten, Grade 1

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