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Pinder, Patrice Juliet – Online Submission, 2018
Very few studies on game-based learning (GBL) have been conducted within the Caribbean; particularly, studies of a mixed-methods nature examining in-service K-12 STEM teachers' perspectives. This paper, which presents preliminary, in brief data results (full study forthcoming), addresses the aforementioned gap and explores the benefits of…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Mixed Methods Research
Gough, John – Australian Mathematics Teacher, 2015
Most readers would be familiar with the standard domino set which is played with rectangular domino tiles. The domino set, sometimes called a deck or pack, consists of 28 dominoes, colloquially nicknamed bones, cards, tiles, stones, or spinners. A domino set is a generic gaming device, similar to playing cards or dice, in that a variety of games…
Descriptors: Mathematics, Mathematics Instruction, Thinking Skills, Games
American Journal of Play, 2015
Bernie DeKoven is both a play theorist and a play practitioner. He is the author of "The Well-Played Game" (reissued in 2013 by MIT Press) as well as "Junkyard Sports," "Power Meetings," and "Connected Executives" and of the compact disc "Recess for the Soul," an assemblage of monologues about…
Descriptors: Play, Educational Games, Creative Activities, Curriculum Development
Erhel, Séverine; Jamet, Eric – Interactive Learning Environments, 2016
Few studies have investigated the effects of the instructions provided in educational computer games on cognitive processing and learning outcomes. In our experiment, we sought to compare the effects on learning outcomes of two different types of goal-oriented instructions: "mastery-goal" instructions, which prompt learners to develop…
Descriptors: Outcomes of Education, Goal Orientation, Instruction, Video Games
Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
Francisco D. Guillén-Gámez; Ernesto Colomo-Magaña; Andrea Cívico-Ariza; Teresa Linde-Valenzuela – Technology, Knowledge and Learning, 2024
Since the COVID-19 pandemic, the use of digital resources and virtual platforms is even more essential to continue the educational process, either in person or online, affecting all the members involved in the teaching-learning process of the students. Therefore, this study is aimed: (1) to know and compare the digital competence of the agents…
Descriptors: Digital Literacy, Elementary Secondary Education, Preschool Education, Video Games
Szu S. Ling; Fabrice Saffre; Deborah L. Gater; Lilia Halim; Abdel F. Isakovic – Journal of Chemical Education, 2024
Computer quiz games are introduced to improve teaching and learning in a freshman engineering chemistry course in an English-as-a-second-language (ESL) environment. These quiz games are developed and implemented as supplemental and augmentative tools to enhance traditionally delivered lectures. The paper shows an increase in students' motivation…
Descriptors: Computer Assisted Testing, Tests, Chemistry, Engineering Education
Grace Hui Chin Lin – Online Submission, 2024
This research was conducted in a National University of western part in Taiwan. It guided students to select language learning games of language learning (Amur et al. (2024; Huang & Liaw, 2021; Srinivasan & Reddy 2023) on Facebook or other websites to improve English Language proficiencies in listening, speaking reading and writing. Below…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Artificial Intelligence
Qian Xu; Jennifer C. Richardson – Online Learning, 2024
Scholars indicated that learners who are strategic with their language learning (e.g., selfregulated learning [SRL], cognitive and meta-cognitive strategies) tend to be more efficient, resourceful, and flexible, and thus have better language learning outcomes (Oxford, 2016; Heo et al., 2012; Plonsky, 2011). Besides focusing on the knowledge,…
Descriptors: Metacognition, Learning Strategies, Outcomes of Education, Vocabulary Development
Eleni Meletiadou – IAFOR Journal of Education, 2024
Playmobil pro is an innovative modelling kit for adults that encourages creative thinking in the university/workplace. International multilingual students often disclose that they have little opportunity to develop their intercultural awareness, and cross-cultural and multilingual communicative competencies while engaging in meaningful activities…
Descriptors: Intercultural Communication, Cultural Differences, Cultural Background, Workshops
Lin, Yen-Ling; Huang, Shu Wen; Chang, Cheng-Chieh – Journal of Baltic Science Education, 2019
This research sought to explore how teaching utilizing a marine science-related board game affected students' motivation, interest, and achievement in marine science learning at the high school level. The research utilized an experimental design with pre-test and post-test measurements and a classroom setting, and included an experimental group…
Descriptors: Marine Education, Oceanography, Game Based Learning, Instructional Effectiveness
Bhinder, Nataliya V. – Educational Process: International Journal, 2019
Professional training of border guards is closely connected with Ukraine's national development, its stability and economic prosperity. Due to emerging security threats, the training of future border guards in Ukraine has recently undergone radical changes including the reconsideration of professional competence. According to its reviewed profile,…
Descriptors: National Security, Professional Education, Foreign Countries, Teaching Methods
Hwang, Mark – e-Journal of Business Education and Scholarship of Teaching, 2019
Using simulation to teach business related concepts has been shown to improve student performance and learning. Developed almost two decades ago, an Enterprise Resource Planning (ERP) simulation game has seen wide adoption in traditional classrooms. However, report of its use in online classes has been rare. This teaching note shares experiences…
Descriptors: Simulation, Educational Games, Asynchronous Communication, Online Courses
Villarreal-Romero, Sandra-M.; Olaya-Escobar, Erika-S.; Leal-Peña, Estefanía; Palacios-Chavarro, Janneth-A. – Comunicar: Media Education Research Journal, 2019
Although at present there are academic strategies for scientific dissemination, it is still a challenge for the general population to access quality information that is reliable, easy to understand and motivational towards science. This article proposes an image-based educational scientific dissemination tool with the goal of bringing children…
Descriptors: Science Education, Children, Learning Motivation, Global Approach
Rauschenberger, Maria; Willems, Andreas; Ternieden, Menno; Thomaschewski, Jörg – Journal of Interactive Learning Research, 2019
Gamification is an established concept to apply game elements in different contexts to engage and motivate users. Gamification has been successfully used in various use cases and applications as well as general frameworks have been established. To support the design of learning environments in order to improve students' engagement and motivation,…
Descriptors: Computer Games, Student Motivation, Guidelines, Learner Engagement

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