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Zijing Hu – Educational Process: International Journal, 2024
Background/purpose: Game-based learning has received increased attention in health sciences education in the global north due to its effectiveness in achieving learning outcomes. The literature concurs that learning outcomes can be improved through appropriate pedagogical approaches. However, more studies need to focus on game-based learning in…
Descriptors: Game Based Learning, Health Sciences, Foreign Countries, Teaching Methods
Ifeanyi Mbukanma; Madira Manganyi; Bhekithemba Vellem; Neliswa Gqoli – Research in Social Sciences and Technology, 2024
The aim of this study resonated with the pursuit of achieving enhanced engagement in teaching and learning that informs critical thinking, and knowledge retention among students. Despite the growing trend of technological integration in teaching and learning, however, there exists a lack of empirical evidence and comprehensive studies that…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Learner Engagement
Tsebo Kgoto Matsekoleng; Tomé Awshar Mapotse; Mishack Thiza Gumbo – Diaspora, Indigenous, and Minority Education, 2024
This conceptual study explores the role that indigenous games can play in teaching Technology Education (TE) while integrating Environmental Education (EE). Relevant literature is reviewed to achieve this aim. Indigenous games can assist TE teachers in their teaching while also shaping learners' attitudes toward the environment. Waste, among other…
Descriptors: Foreign Countries, Elementary Education, Indigenous Knowledge, Games
Wiets Botes – European Journal of STEM Education, 2024
Preservice teachers who are specialising in the teaching of the subject natural science at a primary school level, ought to demonstrate the ability to present lessons that provoke a joyful yet meaningful educational experience amongst learners. One such approach that was taken, was when natural science preservice teachers were tasked with…
Descriptors: Pedagogical Content Knowledge, Educational Games, Science Education, Game Based Learning
Simone Titus; Dick Ng'ambi – International Journal of Game-Based Learning, 2023
Although game-based learning has gained significant attention in higher education globally, it is difficult to harness its engagement and interactions to improve student success. This paper argues that the use of digital games has the potential to interrupt social practices and increase engagement and interaction, thereby fostering meaningful…
Descriptors: Cross Cultural Training, Game Based Learning, Computer Games, Learner Engagement
Fourie, Jean; Wilson, Claire – Perspectives in Education, 2021
Playing authentic educational games can support learners of all ages and abilities, particularly those with special educational or remedial needs. Playing games in cooperative groups allows learners to relate socially, motivate each other competitively and rehearse schoolwork. Literature mostly covers computer games rather than real-life…
Descriptors: Game Based Learning, Graduate Students, Student Experience, Educational Psychology
Nkadimeng, Mahlatse; Ankiewicz, Piet – Journal of Science Education and Technology, 2022
Video games are a medium most students are familiar with; thus, they can be used as educational tools to meet the needs of twenty-first-century students. Given the popularity of video games with teenagers, they can be incorporated as educational tools in the science classroom. However, the affordances of using Minecraft Education (Minecraft…
Descriptors: Video Games, Game Based Learning, Junior High School Students, Science Instruction
Bayeck, Rebecca Y. – Educational Technology Research and Development, 2020
This study is a review of video games studies completed in South Africa. This paper looked at existing research on video games in South Africa in order to understand the research approaches used, and the learning outcomes found in respect to findings from studies in the western world. Interestingly, the study shows similarities in the learning…
Descriptors: Video Games, Educational Games, Game Based Learning, Educational Research
Robberts, Anna S.; Van Ryneveld, Linda – Industry and Higher Education, 2022
Educators are drawn into a battle for student attention and engagement in any learning environment. This article describes how a learning environment can be changed into a game-based activity to ensure student engagement. Modules aimed at the professional development of students present numerous challenges in the structuring of learning…
Descriptors: Higher Education, Students, Engineering Education, Game Based Learning
Nephawe, Farisani Thomas – Journal of English Teaching, 2023
Competence in the use of prepositions is versatile because they mark special relationships between persons, objects, and locations. However, using prepositions of time is challenging for many. The research investigated embodied pedagogical game approach in learning selected prepositions of time by Grade 7 English First Additional Language learners…
Descriptors: Form Classes (Languages), Time, Reliability, Grade 7
Mdlalose, Noluthando; Ramaila, Sam; Ramnarain, Umesh – International Journal of Higher Education, 2022
The development of 21st century competencies and skills in science teaching and learning is a key strategic imperative. Game-based learning platforms can be used to promote pedagogic innovation in various educational settings. Game-based applications such as Kahoot! have been increasingly used in education to facilitate meaningful enactment of…
Descriptors: Science Teachers, Science Instruction, Teacher Education Programs, Teaching Methods
van Putten, Sonja; Blom, Nicolaas; van Coller, Angelique – International Journal of Mathematical Education in Science and Technology, 2022
This study investigated the developmental influence of collaborative games, in the form of game-based worksheets, on the performance and attitudes of sixth-graders in the mathematics classroom. It is posited that games have the potential to enhance learning through positive emotional experiences. Non-digital game-based learning methodologies are…
Descriptors: Grade 6, Cooperative Learning, Mathematics Instruction, Game Based Learning
Roodt, Sumarie; Ryklief, Yusuf – International Journal of Game-Based Learning, 2019
Educators have started exploring the potential of digital game-based learning (DGBL) to enhance the learning experience of students. The objective of this experimental research was to explore the potential of DGBL to improve the academic efficiency among vocational education students in South Africa. Students were separated into two groups, an…
Descriptors: Game Based Learning, Vocational Education, Academic Achievement, Foreign Countries
Nygren, Eeva; Blignaut, A. Seugnet; Leendertz, Verona; Sutinen, Erkki – Informatics in Education, 2019
Technology-enhanced learning generally focuses on the cognitive rather than the affective domain of learning. This multi-method evaluation of the INBECOM project (Integrating Behaviourism and Constructivism in Mathematics) was conducted from the point of view of affective learning levels of Krathwohl "et al." (1964). The research…
Descriptors: Game Based Learning, Electronic Learning, Mathematics Instruction, Intelligent Tutoring Systems
Sinecen, Mahmut, Ed. – IntechOpen, 2018
This book presents a collection of different researches and results on "e-learning". The chapters cover the deficiencies, requirements, advantages and disadvantages of e-learning and distance learning. So, the authors reported their research and analysis results on "e-learning" according to their areas of expertise.
Descriptors: Educational Technology, Electronic Learning, Distance Education, Higher Education
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