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Showing 1 to 15 of 41 results Save | Export
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Armand Buzzelli; R. John Locke – Strategies: A Journal for Physical and Sport Educators, 2024
This column describes the game of Royal Pickles -- a "King of the Court'' variation of pickleball that removes the bored spectator element from the class and creates a solution for the challenge of having too many students and not enough court space.
Descriptors: Racquet Sports, Games, Physical Activities, Scoring
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Odom, Summer F.; Cantrell, Megan S. – New Directions for Student Leadership, 2022
Active learning experiences, such as games, have been found to increase the holistic learning experience for students in college curricular settings. However, barriers exist to using games as a leadership pedagogy in the curriculum. This article reviews the benefits and challenges of using games in college leadership curricular settings and…
Descriptors: Educational Games, Games, Leadership Training, College Curriculum
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dos Reis Lívero, Francislaine Aparecida; da Silva, Gustavo Ratti; Amaral, Eduarda Carolina; de Souza, Amanda Nascimento Vasques; Baretta, Irineia Paulina; Diegues, Maria Elena Martins; Arpini, Edson; Lovato, Evellyn Claudia Wietzikoski – Education and Information Technologies, 2021
In recent years, growing interest has been seen in the application of gamification in education, which can be defined as the application of game design elements in learning activities. The goal of gamification is to motivate students by creating an engaging learning experience that can keep them focused on learning tasks in the classroom. However,…
Descriptors: Pharmacology, Medical Education, Learning Activities, Games
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Kevin McCaughey; Rick Rosenberg – English Teaching Forum, 2024
Authors Kevin McCaughey and Rick Rosenberg demonstrate techniques for using board games to stimulate student-centered language practice that is flexible, productive, engaging, and fun. The article includes tips for efficient game play and for using games with a variety of levels and class sizes. The authors show that playing board games for…
Descriptors: Game Based Learning, Second Language Learning, Student Centered Learning, English (Second Language)
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Xiao Li; Marc Mun~iz; Karlun Chun; Jonathan Tai; Francesca Guerra; Darrin M. York – Journal of Chemical Education, 2022
Atomic orbitals represent an essential construct used to develop chemical bonding models, upon which other more advanced chemistry topics are built. In this article, we share a series of active-learning activities and a gamified approach to develop students' representational competence about atomic orbitals and to engage students in learning the…
Descriptors: Learner Engagement, Chemistry, Science Instruction, Active Learning
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Zoder-Martell, Kimberly A.; Floress, Margaret T.; Skriba, Heather A.; Taber, Traci A. – Intervention in School and Clinic, 2023
Classroom management systems (CMS) are class-wide strategies that teachers use to keep students on task, attentive, and academically engaged. This review provides teachers an overview of eight effective and socially valid CMSs that are aligned with school-wide positive behavior interventions and supports (SWPBIS). The goal is to provide teachers…
Descriptors: Classroom Techniques, Student Behavior, Behavior Problems, Intervention
Alexander, James A.; Cruz, Laura E.; Torrence, Michael L. – IDEA Center, Inc., 2019
"Gamification" is often (incorrectly) assumed to mean using games in the classroom, but its primary purpose is to integrate differentiated strategies of motivation and engagement into a number of activities, including teaching and learning. The authors synthesize research and practice in the field of gamification (also called gamified,…
Descriptors: Learner Engagement, Student Motivation, Games, Learning Activities
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Simpson, Jessica N.; Hopkins, Stephanie; Eakle, Christopher D.; Rose, Chad A. – Beyond Behavior, 2020
An increasing number of students with emotional and behavioral disorders are being served in general education environments. This article provides general and special education teachers with step-by-step instructions in three classroom management strategies that, when implemented well, can increase academic engagement and reduce challenging…
Descriptors: Behavior Modification, Behavior Problems, Student Behavior, Emotional Disturbances
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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
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Martin, Cathlena – American Journal of Play, 2018
Game historians usually trace the literary roots of role-playing games to J. R. R. Tolkien and other fantasy authors. In this article, the author argues that, although Tolkien indeed provided pioneer game creators with specific content, historians have missed the important early influence on game history of children's literature that advocates and…
Descriptors: Role Playing, Childrens Literature, History Instruction, Games
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Brooks, Collin; McMullen, Jaimie – Strategies: A Journal for Physical and Sport Educators, 2021
The aim of this paper is to provide strategies for coaches to improve their ability to implement goal setting practices with groups or teams. First, an overview of effective goal setting practices is provided. Next, a three-step goal setting system is introduced to assist when setting goals with teams. Concrete examples from a variety of different…
Descriptors: Goal Orientation, Physical Education, Learner Engagement, Game Based Learning
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Damron, Kelly – Journal of Instructional Research, 2019
A board game is used in financial accounting courses as a means to engage students actively in their own learning. Since many students are intimidated by accounting or find the topic uninteresting, the use of games, especially a board game, encourages them to engage actively. After playing the board game, the students in the classroom appreciate a…
Descriptors: Games, Game Based Learning, Teaching Methods, Learner Engagement
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Kaufmann, Daniel A. – Journal of Instructional Research, 2018
This article presents a reflective account of how gamification can help students overcome complex academic challenges, such as those involved in the dissertation process and other elements of higher learning. Gamification has been shown across multiple levels of academic instruction to have a positive impact on task completion by augmenting the…
Descriptors: Educational Benefits, Games, Online Courses, Electronic Learning
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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
Watson, Anne Meeker – Brookes Publishing Company, 2022
Research shows that teaching sign language to all young children has a wide range of benefits, from enhancing social-emotional and preliteracy skills to supporting positive parent-child relationships. With "Sing & Sign for Young Children," early childhood professionals will have a fun, easy, and highly effective way to teach and…
Descriptors: Teaching Guides, Preschool Teachers, Singing, Sign Language
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