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Ramle, Rosni; Rosli, D'oria Islamiah; Nathan, Shelena Soosay; Berahim, Mazniha – International Journal of Evaluation and Research in Education, 2020
Dijkstra algorithm is important to be understood because of its many uses. However, understanding it is challenging. Various methods to teach and learn had been researched, with mixed results. The study proposes question-led approach of the algorithm in a game-based learning context. The game designed based on an existing game model, developed and…
Descriptors: Game Based Learning, Mathematics, Graphs, Instructional Effectiveness
Ergün, Erman; Gözler, Alpaslan – African Educational Research Journal, 2020
The primary purpose of this research is to ascertain the opinions of the teachers who attended the in-service training of mind games arranged by the Ministry of National Education and conducted the mind games course. To achieve this goal, the answer to the question, "What are the reasons why teachers do or do not prefer mind games?" was…
Descriptors: Teacher Attitudes, Opinions, Game Based Learning, Games
Stolz, Jörg; Lindemann, Anaïd – Journal of Mixed Methods Research, 2020
Despite tremendous interest in social games and game studies, the potential of game heuristics for the field of mixed methods remains unknown. This article introduces game heuristics to mixed methods research, showing how it was used in a specific study on the survival probabilities on the "Titanic." Specifically, we describe how game…
Descriptors: Data Analysis, Heuristics, Mixed Methods Research, Inferences
Lee, Hye Kyung; Choi, Ahram – Educational Technology Research and Development, 2020
The study presents results of a tablet-based math game intervention to enhance early numeracy skills of children in Tanzania. Standard level 1 children (n = 122), attending a rural primary school, were randomly allocated to either intervention or control group. The intervention group participated in a daily intervention session for 46 days.…
Descriptors: Numeracy, Mathematics Skills, Handheld Devices, Game Based Learning
Zebel-Al Tareq; Raja Jamilah Raja Yusof – IEEE Transactions on Education, 2024
Contribution: A problem-solving approach (PSA) model derived from major computational thinking (CT) concepts. This model can be utilized to formulate solutions for different algorithmic problems and translate them into effective active learning methods. Background: Different teaching approaches for programming are widely available; however, being…
Descriptors: Models, Problem Solving, Computation, Thinking Skills
Büsra Ergin – Novitas-ROYAL (Research on Youth and Language), 2024
The study was carried out with 45 web pages reached as a result of scanning the relevant keywords in the 'Google' search engine, eliminating repetitive web pages, and applying the inclusion and exclusion criteria. Content analysis, readability calculation, and statistical analyses of the data obtained from web-based information sources were…
Descriptors: Game Based Learning, Web Sites, Search Engines, Readability
Shilan Ahmadian; Lisbeth M. Brevik – Journal of Computer Assisted Learning, 2024
Background: The most recent Norwegian educational reform, in force from 2020, was the first to include games alongside more traditional language learning resources (e.g., novels, films, music) in the English curriculum for secondary school. This educational emphasis on games provided a unique opportunity to examine how games are actually used in…
Descriptors: Foreign Countries, English Instruction, Game Based Learning, Computer Games
Gwo-Haur Hwang; Beyin Chen; Shih-Pei Chen – Interactive Learning Environments, 2024
This study proposed a game-based flipped teaching approach and applied it to a HTML (HyperText Markup Language) course. We developed two versions of the pre-class content testing, one of which was game-based, using a "looking-through" game, and the other which was traditional, using a multiple-choice test. We conducted a teaching…
Descriptors: Flipped Classroom, Instructional Effectiveness, Teaching Methods, Prior Learning
Yi-Shiuan Chou; Huei-Tse Hou; Kuo-En Chang – Education and Information Technologies, 2024
The trend in history education is gradually emphasizing the development of historical thinking and collaborative problem-solving skills, which are expected to enhance the breadth and depth of learners' thinking. The integration of game-based learning with collaborative problem-solving activities designed for historical thinking is expected to help…
Descriptors: History Instruction, Instructional Effectiveness, Behavior Patterns, Cognitive Processes
Rachael Byrne; Regina Murphy; Francis Ward; Una McCabe – British Journal of Music Education, 2024
Playful practices have been linked to increased motivation, engagement, learning and skill development. However, limited research has explored what playful music learning might look like for primary schools, and how teachers might incorporate a range of playful music practices within their classrooms. Our conceptual model for playful music…
Descriptors: Music Education, Play, Skill Development, Learner Engagement
Pinelopi Krystalli; Panayiotis Arvanitis – European Journal of Education (EJED), 2024
Digital games and related technologies are increasingly transcending their traditional boundaries, as evidenced by the expanding field of serious and pervasive games. The concept of "gamification" represents the latest phase in this evolution, referring to the integration of game-like elements into nongame contexts to enhance user…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Computer Games
Yildiz, Merve; Karal, Hasan – International Journal of Computer Science Education in Schools, 2021
The purpose of this study is to introduce a developed activity which is named "CityMap" and to present an example of the implementation and evaluation process of a computer science unplugged activity through this activity. The aim of this activity is to write algorithms of going from one place to another using step by step instructions.…
Descriptors: Grade 6, Educational Games, Computer Science, Maps
Chase, Catherine C.; Malkiewich, Laura J.; Lee, Alison; Slater, Stefan; Choi, Ahram; Xing, Chenmu – British Journal of Educational Technology, 2021
It is difficult to motivate learners to seek out and persist at challenging learning tasks where failure is likely. However, in game environments, people seem highly motivated to engage with challenges and respond productively to failure. Many typical game features purportedly enhance intrinsic motivation and self-efficacy, which should improve…
Descriptors: Game Based Learning, Educational Games, Learning Processes, Programming
Egan, John D.; Banter, John N.; Sorgen, Carl H. – Journal of Leadership Education, 2021
This study examined escape rooms as a teaching strategy for developing four leadership competencies associated with communication. The results indicate that escape rooms are an effective teaching strategy for communication competency development in leadership education. One hundred and five participants engaged in an escape room experience…
Descriptors: Game Based Learning, Teaching Methods, Leadership Training, Competence
Aleman, Ezequiel; Nadolny, Larysa – Journal of Family and Consumer Sciences, 2021
Digital games can provide fun, motivating, and challenging experiences for students in the classroom. Recent research on educational games has shown that game play can positively influence academic achievement, engagement, and 21st century skills (Abdul Jabbar & Felicia, 2015; Qian & Clark, 2016). When playing games, students solve…
Descriptors: Video Games, Game Based Learning, Family and Consumer Sciences, Food Standards