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Kenneth David Strang; Narasimha Rao Vajjhala – International Journal of Education in Mathematics, Science and Technology, 2025
This study examines the effectiveness of problem-based learning with game theory versus thesis format in graduate project management degrees as the capstone course. The project management body of knowledge based on ISO was established as the rules of play with modifications to fit into the classroom context. We supplied a work breakdown structure…
Descriptors: Higher Education, Management Development, Strategic Planning, Decision Making
Xiaoxuan Fang; Davy Tsz Kit Ng; Wing Tung Tam; Manwai Yuen – Educational Technology Research and Development, 2025
In recent years, studies have discussed how to introduce computational thinking (CT) concepts in mathematics education through mobile app development. In this study, the design of mathematics lessons based on the 5E instructional model to extend the idea of CT in a mobile technology environment (i.e., mobile CT) was investigated. Twenty-three…
Descriptors: Computation, Thinking Skills, Mathematics Skills, Mathematics Education
Ioana Boghian, Editor; Gabriel Mares, Editor – Springer, 2025
This volume addresses issues related to inclusive education and gamification and offers practical ideas for using games and gamified learning as effective methodological tools in inclusive education and in promoting inclusion in education. The work is structured into a predominantly theoretical section, and an applicative, illustrative one. The…
Descriptors: Gamification, Inclusion, Teaching Methods, Educational Games
Moscoso, Mildred O.; de Jesus, Ana Katrina P.; Abagat, Renz Frances D.; Centeno, Edmund G.; Custodio, Rhodora Ramonette D. V.; Embate, John Mervin L.; Pine, Elijah Jesse Mendoza; Belano, Zoilo D., Jr.; Crudo, Eugene Raymond P.; Lopega, Diosdado B.; Mangubat, Lexter J. – Asian Association of Open Universities Journal, 2020
Purpose: Katipuneros RPG--Bisperas ng Himagsikan (Katipuneros RPG: The Eve of the Revolution) is an immersive and gamified theater that engages its "audiences" in the initiation rites of a secret revolutionary movement in the Philippines in 1896. This descriptive qualitative research evaluates such experiential approach to learning…
Descriptors: Asian History, Foreign Countries, Game Based Learning, Experiential Learning
Sofia, Hilya Wildana; Utomo, Anjar Putro; Hariyadi, Slamet; Wahono, Bevo; Narulita, Erlia – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2020
Provision of teaching materials in term of module can be an alternative to meet the learning needs of science. The study aimed at describing science module constructed based on Science, Technology, Engineering, Art and Mathematics (STEAM) equipped with valid and effective biotechnology games for learning science in junior high school. This…
Descriptors: Foreign Countries, STEM Education, Art Education, Biotechnology
Bashandy, Hamza – American Journal of Play, 2020
Investigating the potential of video games as an aid to community mapping and participatory architectural design, the author discusses the use of the sandbox game "Minecraft" by the Block by Block Foundation in collaboration with Mojang Studios, Microsoft, and UN-Habitat for three projects--Model Street (Dandora Phase 2, in Nairobi,…
Descriptors: Video Games, Cartography, Building Design, Community Involvement
Gök, Mustafa – World Journal of Education, 2020
This study described the mathematical depth in a mathematical activity carried out in a village in Turkey's Eastern Anatolia Region. This activity presented in the context of the game reflects a cultural situation of doing mathematics over time. In this context, it can identify as a study of ethnomathematics. Therefore, the cultural game was…
Descriptors: Ethnography, Mathematics, Mathematics Education, Games
Alemany, Jose; Del Val, Elena; Garcia-Fornes, Ana – IEEE Transactions on Learning Technologies, 2020
The concept of privacy in online social networks (OSNs) is a challenge, especially for teenagers. Previous works deal with teaching about privacy using educational online content, and media literacy. However, these tools do not necessarily promote less risky behaviors, and do not allow the assessment of users' behavior after the learning period.…
Descriptors: Social Networks, Adolescents, Privacy, Educational Technology
Emerson, Andrew; Cloude, Elizabeth B.; Azevedo, Roger; Lester, James – British Journal of Educational Technology, 2020
A distinctive feature of game-based learning environments is their capacity to create learning experiences that are both effective and engaging. Recent advances in sensor-based technologies such as facial expression analysis and gaze tracking have introduced the opportunity to leverage multimodal data streams for learning analytics. Learning…
Descriptors: Learning Analytics, Game Based Learning, Play, Eye Movements
Tanjung, Mahardika Abdi Prawira; Sitompul, Opim Salim – Education and Information Technologies, 2020
The history of the Indonesian state began to be forgotten by its young generation. Today's young generation or so-called "millennial" rarely studies history pursued by previous state fighters. One of the histories of the Indonesian state is the story of Prince Kian Santang. The lesson that taken from the story of Prince Kian Santang is…
Descriptors: Foreign Countries, Asian History, History Instruction, Teaching Methods
Lohmann, Robert – Journal of Political Science Education, 2020
This contribution presents and discusses the methodology and results of a panel study analyzing the effects of a simulation on students' learning outcomes. The focus is on how sustainable knowledge acquisition can be enhanced through participation in simulation as well as on presenting and discussing one way this learning can be analyzed. The…
Descriptors: Foreign Countries, College Students, Simulation, Teaching Methods
Ciris, Vahit – Higher Education Studies, 2020
The purpose of this research is to determine the attitudes of prospective teachers towards game and physical activities subject. In the first part of the study, it is aimed to describe the attitudes of prospective teachers towards game and physical activities course. In the second part of the study, it was analyzed whether the variables of gender…
Descriptors: Preservice Teachers, Student Attitudes, Physical Activities, Gender Differences
Yee, Sean P.; Roy, George J.; Graul, LuAnn – Mathematics Teacher: Learning and Teaching PK-12, 2020
As mathematical patterns become more complex, students' conditional reasoning skills need to be nurtured so that students continue to critique, construct, and persevere in making sense of these complexities. This article describes a mathematical task designed around the online version of the game Mastermind to safely foster conditional reasoning.
Descriptors: Mathematical Concepts, Logical Thinking, Computer Games, Mathematics Activities
Barquero-Ruiz, Carmen; Arias-Estero, José Luis; Kirk, David – European Physical Education Review, 2020
The assessment of tactics is a subject of great interest in physical education and sport pedagogy. However, the lack of knowledge of the topic and the variety of assessment instruments make the assessment of tactics difficult. This study aimed to describe assessment in relation to tactical learning outcomes through an analysis of assessment…
Descriptors: Teaching Methods, Educational Games, Physical Education, Evaluation Methods
Ouariachi, Tania; Wim, Elving J. L. – Environmental Education Research, 2020
In the last years we have observed a growing interest in the use of gamification approaches for climate change education. While most practices are related to digital gaming, there is a new trend which is still academically unexplored: escape rooms. The main objective of this paper is to serve as an initial exploratory study in this field by…
Descriptors: Games, Problem Solving, Conservation (Environment), Environmental Education

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