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Piedade Vaz-Rebelo; Vanda Santos; Graça Bidarra – Open Education Studies, 2025
This study was developed in the scope of the Poly-Universe in Teacher Training Education project and explores how to promote interdisciplinary and STEAM approaches in teacher education with Poly-Universe, a game based on materials of different geometric shapes and different colours, that obey certain characteristics that allow for various…
Descriptors: Art Education, STEM Education, Curriculum, Competence
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Rita Lenhardt; Blair Carsone; Dianna Lunsford; Melissa Goodman; Andrew Caswell – Teaching and Learning in Communication Sciences & Disorders, 2025
Interprofessional education is essential to developing future healthcare practitioners who can effectively collaborate with other professionals in practice settings. The current study examined the effectiveness of an escape room as an educational tool for interprofessional practice for occupational therapy, physical therapy, and speech-language…
Descriptors: Interprofessional Relationship, Skill Development, Game Based Learning, Occupational Therapy
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Robawati; Rubono Setiawan; Ario Wiraya – Journal of Urban Mathematics Education, 2025
In this study, the mathematical problem-solving ability with ethnomathematics nuances of the marble game based on student learning styles has been examined. A qualitative methodology is used, with the research instruments being a learning style questionnaire, a problem-solving ability test, and interviews based on problem-solving ability…
Descriptors: Mathematics Instruction, Problem Solving, Cognitive Style, Grade 7
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Henrike Diekhoff; Steffen Greve – Physical Education and Sport Pedagogy, 2025
Background: The use of digital technology in physical education (PE) is widely debated. PE is influenced by children's everyday lives and by changes in society, including the powerful presence of digital technology. However, there is little research on using digital technology in the context of invasion games in primary school PE. The possibility…
Descriptors: Educational Technology, Technology Uses in Education, Physical Education, Games
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Lei Cao; Kien Tsong Chau; Wan Ahmad Jaafar Wan Yahaya – International Journal of Game-Based Learning, 2025
In cultural relic restoration learning, developing both knowledge proficiency and self-efficacy is essential for academic success and professional competency. However, conventional learning methods often lack interactive elements that support cognitive engagement and skill acquisition. To address this limitation, this study introduced a…
Descriptors: Game Based Learning, Artificial Intelligence, Acoustics, Technology Uses in Education
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Sebastiano Munini; Fabio Paglieri; Alessandro Sapienza; Mattia Negri; Marco Marini – Youth & Society, 2025
This study employed the Cyberball paradigm, to investigate the impact of ostracism on need satisfaction in 84 Italian students aged 11 to 14. Believing they were playing with anonymized classmates, participants experienced inclusion or exclusion with partners either chosen by them or assigned randomly. Results revealed that need satisfaction was…
Descriptors: Foreign Countries, Middle School Students, Inclusion, Social Isolation
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Blanche Hadebe-Ndlovu; Blandina Manditereza – International Journal of Education in Mathematics, Science and Technology, 2025
This study contended that Grade 1 learners can use the indigenous Amagende game as part of their learning, especially in mathematics. In line with this assertion, this paper's authors explored the impact of Amagende in learning numeracy skills. This qualitative case study, underpinned by Mbigi's Collective Fingers Theory, conducted semi-structured…
Descriptors: Grade 1, Elementary School Students, Indigenous Knowledge, Game Based Learning
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Ean Teng Khor; Zhan Jie How; Elizabeth Koh; Chee Kit Looi; Cheryl Lok – International Journal of Information and Learning Technology, 2025
Purpose: The review aims to synthesize previous studies to present an overview of the techniques commonly used in learning analytics, as well as identify possible knowledge gaps in the extant studies and provide insights on future directions for learning analytics techniques moving forward. Design/methodology/approach: This paper provides a…
Descriptors: Learning Analytics, Educational Research, Independent Study, Cooperative Learning
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Reinhardt, Jonathon – New Language Learning and Teaching Environments, 2019
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
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Goad, Tyler; Towner, Brooke; Jones, Emily; Bulger, Sean – Journal of Physical Education, Recreation & Dance, 2019
The growth of the Internet and related technologies has resulted in changes in education and society that have placed new demands on teachers. Online physical education (OLPE) presents a unique set of challenges in translating traditional face-to-face courses to a digital space. The delivery of OLPE has been met with skepticism, given the inherent…
Descriptors: Online Courses, Physical Education, Distance Education, Handheld Devices
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Huang, Yong-Ming – Australasian Journal of Educational Technology, 2019
Educational computer games have been widely employed to facilitate students' learning. Studies have pointed out that these games may improve students' learning effectiveness when they are equipped with appropriate learning strategies. However, the role of learning strategies in students' acceptance of educational computer games has received…
Descriptors: Educational Games, Computer Games, Learning Strategies, Student Attitudes
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Lewallen, Kate – Knowledge Quest, 2019
Breakout boxes are similar to the escape rooms that have popped up all over the country in the past few years. In an escape room, you and your friends are locked in a room and given a scenario and a time limit. You must work together to solve a number of puzzles to get out of the room before time runs out. Breakout boxes center around boxes, each…
Descriptors: Teaching Methods, School Libraries, Library Materials, Inquiry
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Tarasova, Maria V. – Journal of the National Collegiate Honors Council, 2019
Honors colleges often serve as laboratories for pedagogical innovation, where new learning strategies and technologies are created both in the sphere of honors education and in the broader context of universities. This study describes a method of "organizational activity games" (OAG) introduced in the honors college of Siberian Federal…
Descriptors: Educational Games, Game Based Learning, Individual Development, Honors Curriculum
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Goi, Chai-Lee – Journal of Education for Business, 2019
The use of business simulation games plays a crucial role in teaching and learning even though it has been used for 60 years since the modern business simulation games started in 1955. Even previous studies have demonstrated the effectiveness of business simulation games used in teaching and learning; however, the major concerns that need to be…
Descriptors: Computer Games, Computer Simulation, Business Administration Education, Employment Potential
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Chris Vicari; Barry Joseph; Brittany Klimowicz; Hannah Jaris; Shane Asseltine; Joel Levin – International Journal of Designs for Learning, 2019
We designed an activity-based science curriculum that used Minecraft to support microbiology learning for students enrolled in the Lang Science Program at the American Museum of Natural History (AMNH) in New York City. Minecraft offered an option to consolidate complex science content into digestible activities for modeling concepts and…
Descriptors: Microbiology, Video Games, Game Based Learning, Science Activities
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