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Engledowl, Christopher; Al-younes, Mohammad; Chamberlin, Barbara; Stanford, Ted – School Science and Mathematics, 2021
Algebra has long been a gatekeeper to more advanced mathematics and to tertiary education. International assessments, such as PISA, have also shown that this trend extends beyond borders, making the topic of when algebra should be learned quite political. Many reforms have been instituted since the early 1990s to infuse algebraic thinking into…
Descriptors: Algebra, Mathematics Instruction, Elementary School Students, Mathematics Skills
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Agolini, Susan H. B. – Journal on Excellence in College Teaching, 2021
In order to improve the student success rate in a "gateway" undergraduate Biology course, changes were made to both content delivery and classroom support, and the impact of these changes was measured. Requiring students to interact with course material prior to class time by viewing pre-recorded lectures freed up time in class to delve…
Descriptors: Educational Environment, Student Participation, STEM Education, Undergraduate Students
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Cook, Jim; Brown, Martin; Sellwood, Matthew; Campbell, Craig; Kouppas, Paul; Poronnik, Philip – Biochemistry and Molecular Biology Education, 2021
This brief review provides insights into the recent advances made by the Unity game engine into education and the ways that learning resources can be used to teach novice bioscience students to use the VR/AR affordances of the platform. We present our own practises for implementation of a novel gamification task for final-year bioscience students…
Descriptors: Educational Games, Science Instruction, Teaching Methods, Biological Sciences
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Zuiker, Steven J.; Anderson, Kate T. – Research in Science Education, 2021
This study examines the design and enactment of a secondary physics unit on electromagnetism. The unit used an educational videogame to support peer dialogic engagement in a Singapore secondary school by engaging learners with qualitative physics phenomena. As an example of game-based learning, the unit includes activities and resources that…
Descriptors: Peer Relationship, Dialogs (Language), Learner Engagement, Secondary School Students
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Avidov-Ungar, Orit; Hayak, Merav – International Journal of Game-Based Learning, 2021
This is a case study of innovative teaching that examined how 28 elementary school teachers in Israel perceived their implementation of digital game-based learning (DGBL) in their classrooms. The study involved teachers in Israel, who implement DGBL into their classroom teaching. Qualitative analysis of semistructured in-depth interviews with the…
Descriptors: Teacher Attitudes, Elementary School Teachers, Adoption (Ideas), Technology Integration
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Hadjistassou, Stella; Louca, Petros; Joannidou, Shaunna; Molina Muñoz, Pedro Jesus – Research-publishing.net, 2021
This paper delves into the underlying phases involved in designing, developing, and deploying Augmented Reality (AR) applications and game-based scenarios that will be implemented during intercultural exchanges among students in two different academic institutions in Sweden and Cyprus. Building on principles of design-based research (Barab &…
Descriptors: Computer Simulation, Exchange Programs, Game Based Learning, Intercultural Communication
Pinder, Patrice Juliet – Online Submission, 2021
Although game based learning has been widely utilized by the military, education, marketing, and advertising sectors, its effectiveness as a learning strategy or training tool is still unclear (Ariffin, Oxley, & Suliman, 2014). The present study addresses this gap and examines the effectiveness of using game based learning in primary school…
Descriptors: Foreign Countries, Teacher Attitudes, Game Based Learning, Elementary School Teachers
Rachel Arpin – ProQuest LLC, 2021
Escape room games have emerged in the educational landscape over the last decade and are growing in popularity. Studies show that participants enjoy educational escape room games, however the data to demonstrate learning acquisition and behavior change is limited. This study addressed the research question: How effective are escape room games as a…
Descriptors: Leadership Training, Games, Game Based Learning, Computer Simulation
Rania Abdulkareem Kokandy – ProQuest LLC, 2021
Students often see mathematics as a hard subject because they have to rely on logic, mathematical theories of equations, proofs, and some of math concepts that are difficult to understand, which contributes to students' poor performance and low motivation to learn math. Therefore, the purpose of this quantitative study was to investigate the…
Descriptors: Game Based Learning, Mathematics Instruction, Educational Games, Grade 4
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Kylie Flynn; Linlin Li; Melissa DeRosier – Society for Research on Educational Effectiveness, 2021
Background/Context: Poor social emotional learning (SEL) development places students at heightened risk for bullying, teasing, and social isolation (Asher, et al., 1996; Solberg, et al., 2007). As students experience social failure, school becomes an aversive place which they may actively try to avoid (Gazelle & Druhen, 2009; Ladd, 2006).…
Descriptors: Elementary School Students, Grade 3, Social Emotional Learning, COVID-19
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Smith, Ginny; Shute, Valerie; Muenzenberger, Amber – Journal of Applied Testing Technology, 2019
The following research focuses on Game-Based Learning (GBL) for assessment through the lens of designing and validating a stealth assessment for the calculus game Variant: Limits™. The process of using Evidence-Centered Design (ECD) to create a valid assessment is highlighted through the development of a competency model and scoring rubrics. A…
Descriptors: Calculus, Game Based Learning, Student Evaluation, College Students
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Ninaus, Manuel; Kiili, Kristian; Wood, Guilherme; Moeller, Korbinian; Kober, Silvia Erika – IEEE Transactions on Learning Technologies, 2020
Research on instructional design provides inconsistent results on the use of game elements in cognitive tasks or learning. Cognitive load theory suggests that game elements increase extraneous cognitive load and, thus, may distract the users. In contrast, from an emotional design perspective, the use of game elements is argued to increase…
Descriptors: Instructional Design, Game Based Learning, Cognitive Processes, Difficulty Level
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Cheng, Meng-Tzu; Huang, Wei-Yu; Hsu, Mei-En – British Journal of Educational Technology, 2020
Game-based learning environments typically elicit a variety of emotions; however, the influence of emotions on game-based learning is basically underemphasized. This study sought to investigate how emotions are related to science learning in a gaming context. "Humunology," an educational game for learning about the human immune system,…
Descriptors: Psychological Patterns, Outcomes of Education, Science Instruction, Game Based Learning
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Niemelä, Marko; Kärkkäinen, Tommi; Äyrämö, Sami; Ronimus, Miia; Richardson, Ulla; Lyytinen, Heikki – British Journal of Educational Technology, 2020
Serious games are designed to improve learning instead of providing only entertainment. Serious games analytics can be used for understanding and enhancing the quality of learning with serious games. One challenge in developing the computerized support for learning is that learning of skills varies between players. Appropriate algorithms are…
Descriptors: Educational Games, Game Based Learning, Learning Analytics, Reading Skills
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Gatti Junior, Wilian; Marasco, Emily; Kim, Beaumi; Behjat, Laleh – Papers on Postsecondary Learning and Teaching, 2020
Design thinking is an important concept presented in entrepreneurship education. However, the cognitive aspect of design thinking has been neglected by business teaching and learning practices. The aim of this paper is to present a game-based pedagogy to support the cognitive aspect of design thinking and to promote this approach as an alternative…
Descriptors: Design, Entrepreneurship, Business Administration Education, Game Based Learning
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