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Showing 1 to 15 of 27 results Save | Export
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Fencl, Matthew – Strategies: A Journal for Physical and Sport Educators, 2022
U.S. public schools are continually becoming more diverse, and the need for teachers to develop culturally sensitive learners who exhibit responsible personal and social behavior is now as important as ever. As children often enjoy socializing and learning through physical activity, the physical education classroom is an opportune location to…
Descriptors: Multicultural Education, Game Based Learning, Physical Education, Foreign Countries
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Kênia M. de Oliveira; Ana Clara de G. Fernandes; Gabriela M. Soares; Joel Alves da Silva Jr.; Everardo M. Carneiro; Helena C. L. Barbosa – Advances in Physiology Education, 2024
The teaching of physiology plays a crucial role in the education of health care professionals. However, traditional approaches to physiology classes in undergraduate health courses in Brazil often result in passive student participation. Research has shown that active methodologies are more effective in the learning process. In this study, we…
Descriptors: Physiology, Undergraduate Students, Cytology, Science Instruction
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Marcos Vinícius Ramos Afonso; Rodrigo Braga Lopes; Eric Francelino Andrade; Luciano José Pereira – Advances in Physiology Education, 2024
Endocrine physiology is a complex subject for students. Game-based learning (GBL) and case-based learning (CBL) are active methodologies that are widely used because of their potential for motivation and greater proximity to the reality of modern students. We evaluated the effectiveness of GBL and CBL among veterinary medicine students compared…
Descriptors: Game Based Learning, Anxiety, Likert Scales, Student Attitudes
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Ekin, Cansu Cigdem; Gul, Abdulmenaf – International Journal of Technology in Education, 2022
This research aims to conduct a bibliometric study to describe how game-based educational research is structured and how it has evolved over time. For this purpose, bibliometric analysis has been used to analyze 4980 publications indexed by the Elsevier SCOPUS database between 1967 and May 2021. The related publications were evaluated by analyzing…
Descriptors: Bibliometrics, Game Based Learning, Educational Research, Publications
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Felix, Zildomar Carlos; Machado, Liliane S.; Vianna, Rodrigo Pinheiro de Toledo – International Journal of Game-Based Learning, 2023
Domestic violence against women has been a serious social and public health problem faced by contemporary society. This type of violence has grown in recent years, placing the woman not only as a victim of the aggressor but also of a sexist culture established over time. One of the ways to combat this problem is through prevention based on…
Descriptors: Family Violence, Females, Victims, Gender Bias
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Garcia, Fabrício Wickey da Silva; Oliveira, Sandro Ronaldo Bezerra; Carvalho, Elielton da Costa – Informatics in Education, 2023
The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties…
Descriptors: Teaching Methods, Algorithms, Undergraduate Students, Computer Science Education
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López, Paula; Rodrigues-Silva, Jefferson; Alsina, Ángel – Education Sciences, 2021
This article reports a multiple case study in which we analyse Brazilian and Spanish mathematics teachers' opinions about and predispositions toward gamified activities in STEAM education. To obtain data, we administered a survey to 56 in-service mathematics teachers in primary and secondary education from these countries. The survey had been…
Descriptors: Art Education, STEM Education, Mathematics Teachers, Teacher Attitudes
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Joaquim, Sivaldo; Bittencourt, Ig Ibert; de Amorim Silva, Rafael; Espinheira, Patrícia Leone; Reis, Marcelo – Education and Information Technologies, 2022
Educational indicators have revealed that a significant portion of Brazilian Basic Education students have a less than satisfactory skill level in reading and solving Mathematics problems. Despite several proven benefits, adaptive learning technologies are scarcely used with low-income students in public schools' due unavailable resources and lack…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Teaching Methods
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Fernandes, Vitor Borsatto; Tavares, Igor Ferreira; Magalhães, Giovana de Aquino; de Oliveira Prado, Danielle Gonçalves; de Oliveira Prado, Isabelle Gonçalves; Vieira, Lucas Augusto – International Society for Technology, Education, and Science, 2022
Brazil is a country that does not invest enough in basic education, thus leaving a gap in the knowledge of young people studying in public schools and jeopardizing their future. One of the main ways to get into college in Brazil is through the National High School Exam (ENEM), a multiple-choice test administered by the National Institute of…
Descriptors: Foreign Countries, College Entrance Examinations, Test Preparation, Test Coaching
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Rodrigues, Luiz; Pereira, Filipe D.; Toda, Armando M.; Palomino, Paula T.; Pessoa, Marcela; Carvalho, Leandro Silva Galvão; Fernandes, David; Oliveira, Elaine H. T.; Cristea, Alexandra I.; Isotani, Seiji – International Journal of Educational Technology in Higher Education, 2022
There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term…
Descriptors: Game Based Learning, Novelty (Stimulus Dimension), Familiarity, Learning Processes
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Nunes da Silva Júnior, José; Santos de Lima, Paulo Roberto; Sousa Lima, Mary Anne; Monteiro, Álvaro Carvalho; Silva de Sousa, Ulisses; Melo Leite Júnior, Antonio José; Vega, Kimberly Benedetti; Oliveira Alexandre, Francisco Serra; Jalles Monteiro, André – Journal of Chemical Education, 2020
This report provides information about a free-of-charge, trilingual (Portuguese, Spanish, and English) game-based application that engages high school and undergraduate students in reviewing the structural theory of organic compounds in a challenging way. In Time Bomb Game, students must disarm a time bomb on their own by correctly answering…
Descriptors: Game Based Learning, High School Students, Undergraduate Students, Learner Engagement
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Rebelo, Sofia; Isaías, Pedro – Journal of Information Technology Education: Research, 2020
Aim/Purpose: As e-Learning becomes increasingly pervasive, students' engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement.…
Descriptors: Educational Technology, Electronic Learning, Learner Engagement, Game Based Learning
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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
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Amorim, Americo N.; Jeon, Lieny; Abel, Yolanda; Felisberto, Eduardo F.; Barbosa, Leopoldo N. F.; Dias, Natália Martins – Educational Researcher, 2020
The increased use of smartphones and tablets sets the stage for new mobile-based educational programs that seek to increase student learning and engagement in school and at home. This study examines the effectiveness of Escribo Play, a game-enhanced educational program, on preschool students' phonological awareness, word reading, and writing…
Descriptors: Video Games, Educational Games, Game Based Learning, Phonological Awareness
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Günes, Gökhan – Early Child Development and Care, 2022
This study sought an answer to the question whether the digitalization of play is technological mutation or digital evolution. To this end, 14 studies published over the last five years were reviewed and discussed under four themes, namely digital technology and children, parents', and teachers' perceptions of digital technology, screen effects,…
Descriptors: Play, Young Children, Early Childhood Education, Video Games
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