Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 14 |
Since 2006 (last 20 years) | 21 |
Descriptor
Games | 21 |
Learner Engagement | 21 |
Middle School Students | 10 |
Foreign Countries | 7 |
Teaching Methods | 7 |
High School Students | 6 |
Student Attitudes | 5 |
Design | 4 |
Grade 5 | 4 |
After School Programs | 3 |
Cognitive Processes | 3 |
More ▼ |
Source
Author
Reynolds, Rebecca | 2 |
Alves, Nathalia Cruz | 1 |
Ash, Tory L. | 1 |
Ault, Marilyn | 1 |
Beck, Joseph E. | 1 |
Bell, Martie | 1 |
Brad A. Dufrene | 1 |
Busuttil, Leonard | 1 |
Caperton, Idit Harel | 1 |
Chang, Chun-Yen | 1 |
Chen, Shih-Yeh | 1 |
More ▼ |
Publication Type
Journal Articles | 19 |
Reports - Research | 16 |
Reports - Descriptive | 3 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Education Level
Middle Schools | 21 |
Secondary Education | 15 |
Junior High Schools | 12 |
High Schools | 10 |
Elementary Education | 7 |
Grade 5 | 4 |
Higher Education | 4 |
Intermediate Grades | 4 |
Elementary Secondary Education | 3 |
Grade 7 | 3 |
Grade 9 | 3 |
More ▼ |
Audience
Location
California | 2 |
Africa | 1 |
Armenia | 1 |
Brazil | 1 |
Canada | 1 |
China | 1 |
District of Columbia | 1 |
Egypt (Cairo) | 1 |
Finland | 1 |
Florida | 1 |
Germany | 1 |
More ▼ |
Laws, Policies, & Programs
Higher Education Act 1980 | 1 |
United Nations Convention on… | 1 |
Assessments and Surveys
Texas Essential Knowledge and… | 1 |
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 1 |
Meets WWC Standards with or without Reservations | 1 |
Does not meet standards | 1 |
Kaisar Tursyngozhayev; Nusret Kavak; Nurlan K. Akhmetov – Journal of Chemical Education, 2024
The teaching and learning of chemistry can be challenging due to the complex and abstract nature of the subject matter. Traditional methods of instruction often struggle to engage students and facilitate an understanding of essential chemical concepts. To address this, an innovative card game, "Compound Chain", was developed and…
Descriptors: Chemistry, Science Instruction, Game Based Learning, Games
Hier, Bridget O.; MacKenzie, Connor K.; Ash, Tory L.; Maguire, Samantha C.; Nelson, Kaytlin A.; Helminen, Emily C.; Watts, Emily A.; Matsuba, Erin S. M.; Masters, Ellen C.; Finelli, Carly C.; Circe, Joshua J.; Hitchings, Taylor J.; Goldstein, Alec R.; Sullivan, William E. – Journal of Positive Behavior Interventions, 2024
This multiple-baseline design study examined the effects of the Good Behavior Game (GBG) on class-wide academic engagement in online general education classrooms. Teachers in three third- through fifth-grade classrooms in the state of New York implemented the GBG remotely during the COVID-19 pandemic. Treatment integrity was supported using…
Descriptors: Behavior Patterns, Games, Learner Engagement, Distance Education
Kolovelonis, Athanasios; Goudas, Marios – Cogent Education, 2022
This study compared the effects of three different types of cognitively challenging physical activity games on students' executive functions and situational interest. Participants were 140 students from four fourth-grade and four fifth-grade classes of four elementary schools. One fourth- and one fifth-grade class from each school were randomly…
Descriptors: Elementary School Students, Grade 4, Grade 5, Physical Activities
Jon-Chao Hong; Chien-Hung Lin; Chin-Chieh Juh – Interactive Learning Environments, 2024
Referring to the advantages of intelligent personal assistants, or virtual agents, Charades can be implemented with a Chatbot to enhance students' vocabulary mastery. However, only a few studies have addressed the effectiveness of learning through practice with chatbots based on the Charades approach. We designed a Charades game using Google…
Descriptors: Artificial Intelligence, Computer Uses in Education, Games, Vocabulary Development
Tsai, Jen-Che; Chen, Shih-Yeh; Chang, Chun-Yen; Liu, Shiang-Yao – Education Sciences, 2020
This article reports the design of a scientific board game, named "Element Enterprise Tycoon" (EET), which creates a scenario combining chemical elements, techniques, and products in daily life. The game cards are designed to motivate students not only to retrieve information about chemical elements, but also to be proficient in…
Descriptors: Games, Chemistry, Science Instruction, Teaching Methods
Chitiyo, George; Lastres, Marlana; Simone, Kinsey; Zagumny, Lisa – Journal of Global Education and Research, 2023
The purpose of this study was to determine differences in students' perceived benefits of chess by gender and age after being exposed to chess during instruction for an entire academic year as part of a Chess in Schools initiative in a southeastern state of the United States. Data were collected during the 2017-2018 academic year. The sample…
Descriptors: Student Attitudes, Games, Gender Differences, Age Differences
W. Blake Ford; Keith C. Radley; Daniel H. Tingstrom; Brad A. Dufrene – Journal of Positive Behavior Interventions, 2020
Disruptive behavior (DB) negatively affects the learning process in various ways, interfering with the educational process of individual students, the teacher, and/or the class as a whole. Group contingency interventions, such as the Good Behavior Game (GBG), are often used classwide to provide teachers with evidence-based management strategies…
Descriptors: Behavior Problems, Student Behavior, High School Students, Grade 9
Elisabeth Gee; Kelly M. Tran; Priyanka Parekh – International Journal of Designs for Learning, 2020
This design case describes the development of three analog games intended to introduce middle school-age girls to core computer science (CS) concepts. We describe the learning objectives, game mechanics, and narrative elements of each game, and some key problems and decisions that we confronted during the design process. Our design process was…
Descriptors: Games, Design, Females, Learner Engagement
Busuttil, Leonard; Formosa, Marquita – Informatics in Education, 2020
This paper investigates unplugged computing as a formal pedagogical strategy to teaching computing to a Maltese secondary class of Year 9 students. It aims at identifying the effectiveness of this pedagogy outlining the strengths and weaknesses in its application, taking into consideration the level of attainment for students, as well as the…
Descriptors: Foreign Countries, Computer Science Education, Grade 9, Secondary School Students
Komila Dadakhodjaeva – ProQuest LLC, 2017
Classroom management is one of the key components for successful instruction and affects both instructors and learners. Although most frequent discipline strategies in schools involve punitive actions, research suggests that using positive statements to teach and reinforce desirable behaviors is more appropriate and effective. A form of a…
Descriptors: Classroom Techniques, Student Behavior, Intervention, Middle School Students
Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce – International Journal of Game-Based Learning, 2016
Reason Racer is an online, rate-based, multiplayer game designed to engage middle school students in the knowledge and skills related to scientific argumentation. Several game features are included as design considerations unrelated to science content or argumentation. One specific feature, a competitive racing component that occurs in between…
Descriptors: Middle School Students, Educational Games, Grade 9, Games
von Wangenheim, Christiane Gresse; Alves, Nathalia Cruz; Rodrigues, Pedro Eurico; Hauck, Jean Carlo – International Journal of Computer Science Education in Schools, 2017
In order to be well-educated citizens in the 21st century, children need to learn computing in school. However, implementing computing education in schools faces several practical problems, such as a lack of computing teachers and time in an already overloaded curriculum. A solution may be a multidisciplinary approach, integrating computing…
Descriptors: Computer Science Education, Computation, Thinking Skills, Interdisciplinary Approach
Henninger, Mary L.; Richardson, Karen Pagnano – Strategies: A Journal for Physical and Sport Educators, 2016
Promoting student engagement for all students in physical education, and specifically in game play, is a challenge faced by many middle and high school physical education teachers. Often, the games we play in physical education are not "good games" because, as early as middle school, some students are already resistant to playing…
Descriptors: Physical Education, Games, Play, Student Experience
Marklund, Björn Berg; Taylor, Anna-Sofia Alklind – Electronic Journal of e-Learning, 2016
The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, research on digital game-based learning has focused heavily on the coupling between game designs,…
Descriptors: Educational Games, Learner Engagement, Case Studies, Preschool Teachers
Bell, Martie – Strategies: A Journal for Physical and Sport Educators, 2011
In response to a lack of active participation by students in physical education, the Ultimate Flag Games curriculum was created and has thrived in the decades since its inception. The curriculum has been successful at the middle school, high school, and higher education levels. This article introduced the curriculum, different games, and rules and…
Descriptors: Physical Education, Student Participation, Learner Engagement, Educational Strategies
Previous Page | Next Page »
Pages: 1 | 2