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Karamert, Önder; Kuyumcu Vardar, Aslihan – Journal of Educational Technology and Online Learning, 2021
This study aims to investigate the effect of gamification on fifth-grade students' academic achievements and attitudes towards mathematics course. For this purpose, the teaching process of the "fractions" as a subject of the mathematics course is equipped with gamification elements. The quasi-experimental design is preferred as the…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Mathematics Instruction
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Álvarez-Herrero, Juan-Francisco; Valls-Bautista, Cristina – European Journal of Science and Mathematics Education, 2021
This study consists of a longitudinal research using an active methodology to teach the contents of the periodic table to high school students, based on project-based learning and WebQuest. The aim of this investigation is to study the relationship between learning the periodic table and the type of strategy that students choose to achieve the…
Descriptors: Game Based Learning, Chemistry, High School Students, Student Projects
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Gréhaigne, Jean-Francis; Godbout, Paul – Journal of Teaching in Physical Education, 2021
Purpose: The researchers discuss the debate of ideas (DoI) and student understanding conducted on questioning and student answers or discussions in game-based approaches and on DoI as used in the tactical-decision learning model. Literature Review: Literature regarding types of questions and expected student answers and questioning for learning in…
Descriptors: Team Sports, Physical Education, Teaching Methods, Game Based Learning
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Fraga-Varela, Fernando; Vila-Couñago, Esther; Martínez-Piñeiro, Esther – Comunicar: Media Education Research Journal, 2021
In recent years there has been a renewal of educational software encouraged by the incorporation of specific designs based on serious games. Previous studies on their use do not provide conclusive data on the advancement in learning, both at a general level and in specific contents. The main objective of this work is to study the impact of the use…
Descriptors: Game Based Learning, Mathematics Instruction, Elementary School Students, Mathematics Achievement
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Burgess, John; Wallace, Anna – Journal of Education for Library and Information Science, 2021
As online education for the MLIS becomes widespread, one challenge for reference and user services instructors is that traditional exercises used to promote clinical intuition and metacognition in reference work may be more difficult in online classrooms. This article uses concept analysis to better understand clinical judgment for reference,…
Descriptors: Video Games, Game Based Learning, Intuition, Metacognition
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Llanos, J.; Ferna´ndez-Marchante, C. M.; Garci´a-Vargas, J. M.; Lacasa, E.; de la Osa, A. R.; Sanchez-Silva, M. L.; De Lucas-Consuegra, A.; Garcia, M. T.; Borreguero, A. M. – Journal of Chemical Education, 2021
Serious game-based learning coupled with just-in-time teaching strategies was applied by offering six different questionnaires to evaluate student knowledge about the safety issues and theoretical concepts and protocols of laboratory exercises. The questionnaires were presented with an appearance similar to that of computer games by means of the…
Descriptors: Game Based Learning, Educational Games, Teaching Methods, Safety Education
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Seifert, Tami; Gez, Yoav – International Journal of Game-Based Learning, 2021
The article describes projects that combined experiential learning and gamification with teachers and pupils in junior high school science classes. The pupils planned and designed projects and critiqued the quality of the final products. A field report study model was employed using principles from the world of play in order to better understand…
Descriptors: Learner Engagement, Game Based Learning, Play, Recess Breaks
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Papadopoulos, Ioannis; Tenta, Eirini – International Journal of Game-Based Learning, 2021
Escape room games are a popular recreative activity that recently started gaining popularity as both a means for conducting research studies and a teaching and learning environment. This paper follows a group of 16- to 17-year-old students in an escape room while they encounter logical challenges in order to escape from the room in a limited…
Descriptors: Educational Environment, Game Based Learning, Puzzles, Cooperative Learning
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Oliveira, Wilk; Tenório, Kamilla; Hamari, Juho; Pastushenko, Olena; Isotani, Seiji – Smart Learning Environments, 2021
The flow experience (i.e., challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and "autotelic" experience) is an experience highly related to the learning experience. One of the current challenges is to identify whether…
Descriptors: Prediction, Psychological Patterns, Learning Processes, Student Behavior
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Fernández-Oliveras, Alicia; Espigares-Gámez, María José; Oliveras, María Luisa – Education Sciences, 2021
According to previous research, we consider it necessary to extend the use of games, as mediating elements, in the learning of STEAM (Science, Technology, Engineering, Arts and Mathematics) contents rejected by many students. For this, we have carried out an educational research project on games, with an ethnomathematical approach, since games are…
Descriptors: Curriculum Implementation, Play, Student Projects, Games
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Wang, Meiqian; Zheng, Xudong – Asia-Pacific Education Researcher, 2021
Game-based learning refers to establishing learning environments that involve digital or non-digital games to enhance students' knowledge and skill acquisition. Previous studies indicated that game-based learning is superior to the conventional instructional method, but few compared the differences between different game types. This study examined…
Descriptors: Game Based Learning, Science Instruction, Middle School Students, Foreign Countries
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van Gaalen, A. E. J.; Brouwer, J.; Schönrock-Adema, J.; Bouwkamp-Timmer, T.; Jaarsma, A. D. C.; Georgiadis, J. R. – Advances in Health Sciences Education, 2021
Gamification refers to using game attributes in a non-gaming context. Health professions educators increasingly turn to gamification to optimize students' learning outcomes. However, little is known about the concept of gamification and its possible working mechanisms. This review focused on empirical evidence for the effectiveness of gamification…
Descriptors: Game Based Learning, Allied Health Occupations Education, Literature Reviews, Instructional Effectiveness
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Wang, Yi-Hsuan – Interactive Learning Environments, 2021
In this study, a flipped classroom strategy was integrated into a comparative experiment to report on the performance of classical Chinese learning in two learning scenarios, using both game-based and animated story materials or only animated story materials as pre-course preview supports. A total of 75 senior high school students participated in…
Descriptors: Instructional Effectiveness, Game Based Learning, Flipped Classroom, High School Students
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Khakpour, Alireza; Colomo-Palacios, Ricardo – Technology, Knowledge and Learning, 2021
Recent developments in human-computer interaction technologies raised the attention towards gamification techniques, that can be defined as using game elements in a non-gaming context. Furthermore, advancement in machine learning (ML) methods and its potential to enhance other technologies, resulted in the inception of a new era where ML and…
Descriptors: Game Based Learning, Artificial Intelligence, Man Machine Systems, Educational Benefits
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Toprak Yallihep, Emine Sena; Akcay, Hakan; Kapici, Hasan Ozgur – International Journal of Technology in Education and Science, 2021
Developing students' attitudes toward science is an important issue because societies need individuals who can contribute to scientific and technological developments. That's why using various and different instructional tools in science education may have an impact on students' attitudes towards science positively. Within this respect, the goal…
Descriptors: Game Based Learning, Middle School Students, Science Achievement, Student Attitudes
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