Publication Date
In 2025 | 0 |
Since 2024 | 6 |
Descriptor
Source
Computers in the Schools | 1 |
European Journal of Open,… | 1 |
Interactive Learning… | 1 |
International Association for… | 1 |
International Journal of… | 1 |
Journal of Chemical Education | 1 |
Author
Agostino Marengo | 1 |
Alessandro Pagano | 1 |
Andrea Basso | 1 |
Andrea Bertoni | 1 |
Andrea Maffia | 1 |
Andrea Nardi | 1 |
Andrea Tinterri | 1 |
Andrew Clegg | 1 |
André Jalles Monteiro | 1 |
Antonio José Melo Leite Junior | 1 |
Barbara Bruschi | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Reports - Descriptive | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Higher Education | 3 |
Postsecondary Education | 3 |
Elementary Education | 2 |
Secondary Education | 2 |
Elementary Secondary Education | 1 |
Grade 6 | 1 |
Intermediate Grades | 1 |
Middle Schools | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Manuela Cantoia; Andrew Clegg; Andrea Tinterri – Computers in the Schools, 2024
Game-based learning (GBL) provides direct experience, reflection, and self-assessment opportunities. To support their knowledge and expertise on GBL, a group of Italian teachers volunteered in a four-month, free-access online training on GBL characteristics and GBL design to take games in school during the pandemic. Before the training, teachers…
Descriptors: Foreign Countries, Game Based Learning, Educational Games, Faculty Development
Agostino Marengo; Alessandro Pagano; Kamal Ahmed Soomro – Interactive Learning Environments, 2024
Soft skills are interpersonal, communication, and personal attributes that enable individuals to interact effectively with others in personal and workplace settings. Despite the significance of soft skills for career success, these skills are not necessarily taught in traditional academic settings. Consequently, education institutions must adopt…
Descriptors: Game Based Learning, Soft Skills, Student Evaluation, Instructional Effectiveness
Andrea Bertoni; Andrea Maffia – International Journal of Mathematical Education in Science and Technology, 2024
While the development of creativity, or creative thinking, in mathematics is considered important by many researchers, there are several difficulties in implementing creative tasks, especially before secondary school. Within the original context of a mathematical escape game, this paper reports two episodes exemplifying the difficulties met by…
Descriptors: Game Based Learning, Learner Engagement, Mathematics Education, Creativity
Barbara Bruschi; Theofild-Andrei Lazar; Manuela Repetto; Fabiola Camandona; Melania Talarico; Damaris Baciu; Simone Zamarian – International Association for Development of the Information Society, 2024
This study presents an innovative approach to promoting the international attractiveness of the University of Turin (UniTo) through synergy with the University of the West Timi?oara in the "UNITorientA" project. In particular, the focus is developing a gamified virtual tour to offer students an interactive immersion in university spaces.…
Descriptors: Game Based Learning, Universities, Philosophy, Departments
José Nunes da Silva Júnior; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; André Jalles Monteiro; Kimberly Benedetti Vega; Andrea Basso – Journal of Chemical Education, 2024
Research indicates that students frequently struggle to apply their knowledge of organic compounds' structural theory to understand the concepts related to resonance and learn to use curved arrows to write resonance structures. Educators have developed educational tools and methodologies to aid students in overcoming their learning difficulties.…
Descriptors: Design, Curriculum Implementation, Web Based Instruction, Educational Games
Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19