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Memar, Noushan; Sundström, Angelina; Larsson, Toon – Journal of Management Education, 2021
Researchers claim that experiential learning approaches (e.g., gamification) are well-suited to management and entrepreneurship education. However, this research has been conducted mostly in small classroom settings. With the increases in the number of university business students, many business courses have also increased in size. The large…
Descriptors: Experiential Learning, Game Based Learning, Educational Games, Entrepreneurship
Curran, Ross; Arroteia, Nuno; Blesa, Andreu; Musteen, Martina; Ripollés, Maria – Journal of Teaching in International Business, 2021
Enhancing individuals' preparedness to work across borders is of growing importance. This study explores the role of Cultural Intelligence and Psychological Empowerment in enhancing Task Performance among students engaged in an international experiential game-based learning project: The Global Game Challenge (GGC). Data collected from the delivery…
Descriptors: Cultural Awareness, Student Empowerment, Game Based Learning, Experiential Learning
Geden, Michael; Emerson, Andrew; Carpenter, Dan; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Journal of Artificial Intelligence in Education, 2021
Game-based learning environments are designed to provide effective and engaging learning experiences for students. Predictive student models use trace data extracted from students' in-game learning behaviors to unobtrusively generate early assessments of student knowledge and skills, equipping game-based learning environments with the capacity to…
Descriptors: Game Based Learning, Middle School Students, Microbiology, Secondary School Science
Raharjo, Satrio Raffani; Handayani, Putu Wuri; Putra, Panca Oktavia Hadi – Electronic Journal of e-Learning, 2021
E-learning through a learning management system (LMS) is expected to be a solution to the needs of distance learning, especially during a pandemic situation. However, learning through an LMS can lead to a lack of focus, reduced classroom efficiency, and a feeling of boredom for the user. One solution to this problem is to use gamification (e.g.,…
Descriptors: Active Learning, Game Based Learning, Integrated Learning Systems, Electronic Learning
Benton, Laura; Mavrikis, Manolis; Vasalou, Asimina; Joye, Nelly; Sumner, Emma; Herbert, Elisabeth; Revesz, Andrea; Symvonis, Antonios; Raftopoulou, Chrysanthi – British Journal of Educational Technology, 2021
The use of learning games within the classroom is becoming increasingly common because of their potential to positively impact learning. Recent developments in adaptivity offer further possibilities to personalise learning by tailoring the game to an individual child's level or particular learning needs. However, designing an adaptive learning…
Descriptors: Literacy Education, Game Based Learning, Elementary School Students, Learner Engagement
Hsu, Mei-En; Cheng, Meng-Tzu – British Journal of Educational Technology, 2021
Games have been regarded as a potential vehicle for enhancing student learning. Previous studies mainly focused on learning outcomes; however, the learning processes and dynamic in-game behaviours of students who are immersed in a game context are relatively undiscovered. The purposes of this study were to develop an educational game, "Bio…
Descriptors: Game Based Learning, Middle School Students, Grade 7, Educational Games
Wan, Zhi Hong; Jiang, Yushan; Zhan, Ying – Early Education and Development, 2021
Research Findings: Various cross-disciplinary STEM learning activities were implemented in the early childhood context. Young children and their parents had rather positive attitudes towards STEM learning. In addition to educational values, the economic value of STEM learning for their family was perceived by a good number of parents, which…
Descriptors: STEM Education, Early Childhood Education, Literature Reviews, Learning Activities
Albano, Giovannina; Arzarello, Ferdinando; Dello Iacono, Umberto – Technology, Knowledge and Learning, 2021
This paper aims to show how the Logic of Game Theory can facilitate the structuring of games for the learning of mathematical concepts, in a way which is cognitively resonant with students' attitudes and epistemologically sound from the mathematical standpoint. We propose a kind of game, based on an inquiry approach to mathematics, called Digital…
Descriptors: Game Based Learning, Active Learning, Inquiry, Electronic Learning
Murphy, Laurie; Eduljee, Nina B.; Croteau, Karen – Journal of Effective Teaching in Higher Education, 2021
This empirical study examined preferences between teacher-centered and student-centered teaching methods and academic major with 507 undergraduate college students. Surveys were administered to the students that assessed their level of agreement with teaching methods utilized in the classroom. The results indicate that across all academic majors,…
Descriptors: Student Centered Learning, Teaching Methods, Preferences, Undergraduate Students
Kavak, Nusret; Yamak, Havva; Togru, Hatice – Journal of Chemical Education, 2021
Organosliding is a game adapted from sliding puzzles to teach structural formulas of alkanes to undergraduate students. The goal of this game is to arrange the pieces of the sliding puzzle to form a Kekulé formula of any alkane. The objective is to create as many formulas as students can from one puzzle. The effectiveness of the game was evaluated…
Descriptors: Organic Chemistry, Molecular Structure, Science Education, Preservice Teachers
Ompok, Connie Cassy; Mei Teng, Ling; Sapirai, Jaini – Southeast Asia Early Childhood, 2021
This study aims to investigate if there a significant different in pre and post of Early Mathematics performance. A single group pre-test and post-test with intervening Early Mathematics based games was used in this research. This involved assessment on the early Mathematics abilities (Ginsburg & Baroody, 2003). This program was conducted…
Descriptors: Games, Game Based Learning, Performance Factors, Mathematics Skills
Panskyi, Taras; Rowinska, Zdzislawa – Informatics in Education, 2021
This paper presents an innovative educational approach to organizing the out-of-school teaching of programming in middle childhood. The proposed DGBL model includes three distinct educational phases, i.e. learning visual programming, programming and robotics, and programming and electronics. The research was carried out during the school years of…
Descriptors: Holistic Approach, Video Games, Game Based Learning, Teaching Methods
Russo, James; Bragg, Leicha A.; Russo, Toby – International Electronic Journal of Elementary Education, 2021
Mathematical games are widely employed by Australian primary school teachers to support mathematics instruction. Despite broad usage, prior research has not focused on the how and why games are employed from a teacher perspective. Australian primary school teachers (n = 248) completed a questionnaire designed to probe their experience with…
Descriptors: Elementary School Teachers, Game Based Learning, Mathematics Instruction, Foreign Countries
Grier, Donovon; Lindt, Suzanne F.; Miller, Stacia C. – International Journal of Technology in Education and Science, 2021
The purpose of the current research was to determine the types of educational technology preferred by students and instructors, and to compare formative and summative scores within student classes. During a unit of study within a semester-long class, 44 volunteer student participants were administered four technology-based assessments designed to…
Descriptors: Formative Evaluation, Game Based Learning, Technology Uses in Education, Educational Technology
Macías-Guillén, Almudena; Díez, Raquel Montes; Serrano-Luján, Lucía; Borrás-Gené, Oriol – Education Sciences, 2021
Educational Escape Room is an innovative method used in classrooms to motivate students. This article describes a version of Educational Escape Room applied to undergraduate students. Specifically, this work presents an adaptation of the method called Educational Hall Escape, characterized by the resolution of challenges in a game-adapted room in…
Descriptors: Student Motivation, Undergraduate Students, Teaching Methods, Instructional Effectiveness