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Stohlmann, Micah; Kim, Young Rae – Australian Mathematics Education Journal, 2020
Games are an everyday part of most students' lives. Games engage students and provide opportunities to foster perseverance in problem solving. When implemented in the mathematics classroom, game-based learning can have similar positive benefits. Students can enjoy mathematics and develop important life skills that will help them in their current…
Descriptors: Game Based Learning, Robotics, Educational Games, Mathematics Instruction
Wang, Chih-Wei; Rose, Glenda Lynn – New Horizons in Adult Education & Human Resource Development, 2020
This teaching and training case demonstrates how gamification was adopted in the course design of the Tech Integration Coach Pathway, a professional development initiative for Texas adult education and literacy (AEL) staff and teachers to become technology integration coaches. The purpose of the course is to develop certified technology…
Descriptors: Game Based Learning, Curriculum Design, Technology Integration, Faculty Development
Dong, Chuanwen; Boute, Robert – INFORMS Transactions on Education, 2020
Moving freight to sustainable transport modes is one of the most frequently mentioned suggestions to decarbonize logistics. Regrettably, even with regulation and technology developing over the past years, most of the freight volumes are still shipped via road, the least sustainable means of transport. This paper presents a beer transportation game…
Descriptors: Game Based Learning, Transportation, Sustainable Development, Student Participation
Gao, Fei; Li, Lan; Sun, Yanyan – Educational Technology Research and Development, 2020
Research on mobile game-based learning has been gaining attention in the past few years. To understand the potential of mobile game-based learning in STEM education, a systematic review was conducted. Based on a set of inclusion and exclusion criteria, 30 articles published during the years of 2010 through 2019 were included. Analyses were…
Descriptors: Electronic Learning, Game Based Learning, STEM Education, Handheld Devices
Schroer, Joseph E.; Thomas, Robin D. – Mind, Brain, and Education, 2020
This exploratory study investigated behavioral and neural correlates of spatial reasoning in 21 children aged 6-12 years-old during educational video game play. Behavioral measures included child performance in learning the concept during the pretest, practice, and posttest portions of the game. Neural correlates using electroencephalography…
Descriptors: Reflection, Young Children, Educational Games, Video Games
Upright, James Jaran – ProQuest LLC, 2020
To maximize instructional time, teachers must be able to effectively manage student behavior. However, surveys consistently reveal that a significant portion of teachers feel underprepared to address challenging classroom behavior. One of the most effective ways to reduce problem behaviors in school is with systematic classroom management…
Descriptors: Planning, Classroom Techniques, Program Implementation, Student Behavior
Rafael Leonardo da Silva – International Journal of Designs for Learning, 2020
On Fighting Shadows (OFS) is a two-dimensional roleplaying game that tells the story of Marvin, a young adult that experiences hidden disabilities, focusing on hydrocephalus and its possible mental health implications, such as anxiety and depression. Developed with the goal of being both informational and engaging, OFS aims to increase awareness…
Descriptors: Role Playing, Consciousness Raising, Disabilities, Game Based Learning
Gabriela Gonçalves Barbosa; Ana Paula Maielo Silva; Elia Elisa Cia Alves; Cristina Carvalho Pacheco – Journal of Political Science Education, 2024
Active learning is an engaging way of teaching and even experienced professors may not know how to start implementing its techniques to make classes more dynamic. Teaching cases can be a very useful active method of instruction, as an opportunity to assign students roles in the case discussion, centering them as the protagonists of their own…
Descriptors: Public Policy, Foreign Policy, Active Learning, College Faculty
Li Ye; Ruoyan Wang; Yongxin Hang – Journal of Educational Computing Research, 2024
The pedagogical value and global relevance of heritage education regarding the safeguarding of global tradition and practice for future generations is indisputable. This research aims to investigate the efficacy of integrating a puzzle-based game, with scaffolding strategies, to enhance students' understanding and appreciation of cultural heritage…
Descriptors: College Students, Game Based Learning, Scaffolding (Teaching Technique), Heritage Education
Chun-Chun Chang; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2024
Background: Cultivating staff's professional English has become an imperative and challenging issue in English as a Foreign Language (EFL) countries. English for medical professionals is also the common language around the world for publishing new medical knowledge or reports. Therefore, Medical English for Health Professionals (MEHP) is a crucial…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Comparative Analysis
Hem Chand Dayal; Krishan Kumar; Sashi Sharma – Mathematics Education Research Group of Australasia, 2024
Probability requires teaching approaches that allow children to predict, observe and experiment with concreate materials, games and simulations. In this study, we explored one teacher's beliefs and practices of teaching probability using game-based approaches. We employed a design-based research approach to explore how our case study teacher…
Descriptors: Foreign Countries, Probability, Teaching Methods, Statistics Education
Sofia Hodedatov; Orit Avidov-Ungar; Merav Hayak – Education and Information Technologies, 2024
The goal of the current study was to examine the perceptions of elementary school principals regarding the value of integrating digital games in teaching and learning and the steps they take to promote this initiative. The study was conducted using a qualitative-narrative methodology to analyze data retrieved through semi-structured in-depth…
Descriptors: Game Based Learning, Elementary School Students, Principals, Administrator Attitudes
Emre Zengin; Yasemin Karal – International Journal of Assessment Tools in Education, 2024
This study was carried out to develop a test to assess algorithmic thinking skills. To this end, the twelve steps suggested by Downing (2006) were adopted. Throughout the test development, 24 middle school sixth-grade students and eight experts in different areas took part as needed in the tasks on the project. The test was given to 252 students…
Descriptors: Grade 6, Algorithms, Thinking Skills, Evaluation Methods
Athanasios Christopoulos; Stylianos Mystakidis; Justyna Kurczaba; Mikko-Jussi Laakso; Chrysostomos Stylios – International Journal of Science and Mathematics Education, 2024
Previous studies have found positive effects of Game-Based Learning for mathematics. While most studies assume that this effect is explained by the presence of flow/immersion during games, this has not yet been established. The aim of the current study is to verify if immersion indeed is associated with mathematical skills improvement when using a…
Descriptors: Computer Simulation, Educational Games, Mathematics Skills, Mathematics Achievement
Minjoon Kouh – Journal of College Science Teaching, 2024
An introductory physics course may be run like a video game, where students have an almost unlimited number of attempts to demonstrate their competencies through a sequence of zero-penalty assessments until the end of a semester. Each checkpoint is conducted as a 10-minute, one-on-one oral interview with the instructor, and students are not…
Descriptors: Introductory Courses, Physics, Science Education, Pacing

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