Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 16 |
Since 2006 (last 20 years) | 22 |
Descriptor
Source
Author
Alves, Nathalia Cruz | 1 |
Ault, Marilyn | 1 |
Boyle, Elizabeth A. | 1 |
Boyle, James M. | 1 |
Brad A. Dufrene | 1 |
Busuttil, Leonard | 1 |
Campbell, Narelle | 1 |
Caperton, Idit Harel | 1 |
Chairany, Sitie | 1 |
Chang, Chun-Yen | 1 |
Chen, Shih-Yeh | 1 |
More ▼ |
Publication Type
Journal Articles | 18 |
Reports - Research | 15 |
Reports - Descriptive | 4 |
Collected Works - Proceedings | 2 |
Dissertations/Theses -… | 1 |
Education Level
Audience
Teachers | 1 |
Location
United States | 3 |
China | 2 |
Indonesia | 2 |
Taiwan | 2 |
Thailand | 2 |
Africa | 1 |
Armenia | 1 |
Asia | 1 |
Australia | 1 |
Brazil | 1 |
California | 1 |
More ▼ |
Laws, Policies, & Programs
Higher Education Act 1980 | 1 |
United Nations Convention on… | 1 |
Assessments and Surveys
Program for International… | 1 |
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
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
Moore, Leigh; Campbell, Narelle – Student Success, 2020
This practice report describes how escape rooms have been used by one Australian university to successfully engage with high-school students who reside in areas of relative socio-educational disadvantage. We discuss how the escape room approach aligns with Lizzio's "Five Senses of Success" and offer recommendations for further use and…
Descriptors: High School Students, Games, Educationally Disadvantaged, Economically Disadvantaged
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
Recent Developments on Related Studies of the "Mozart Effect" Phenomenon on Social Learning Behavior
Pelayo, Jose Maria G., III. – Online Submission, 2019
After a five (5) day observation period and successfully documenting the current dynamics of high students in the academic and social settings before the exposure to Mozart's music, the researcher continues with a twenty (20) day observation period of the same participants in their respective environments while exposed to Mozart's music. Before…
Descriptors: Classical Music, Social Development, Emotional Development, High School Students
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
Pratiwi, Ika; Putri, Ratu Ilma Indra; Zulkardi – Journal on Mathematics Education, 2019
This study aimed to produce a set of PISA-like mathematics problems content of uncertainty and data using long jump context in Asian Games that were valid, practical and had potential effects on the ability of the students' mathematical literacy. This study used the design research method of development studies type in two stages, preliminary and…
Descriptors: High School Seniors, Mathematics Skills, Problem Solving, Athletics
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
Veloo, Arsaythamby; Md-Ali, Ruzlan; Chairany, Sitie – Malaysian Journal of Learning and Instruction, 2016
Purpose: This paper was part of a larger study which looked into the effect of implementing Cooperative Teams-Games-Tournament (TGT) on understanding of and communication in mathematics. The study had identified the main and interaction effect of using Cooperative TGT for learning mathematics in religious secondary school classrooms. A…
Descriptors: Foreign Countries, Cooperative Learning, Teamwork, Games
Previous Page | Next Page ยป
Pages: 1 | 2