Publication Date
In 2025 | 0 |
Since 2024 | 20 |
Since 2021 (last 5 years) | 150 |
Since 2016 (last 10 years) | 221 |
Since 2006 (last 20 years) | 224 |
Descriptor
Source
Author
Lester, James | 3 |
Cebulski, Adam R. | 2 |
Egan, John D. | 2 |
Goodwin, Amanda P. | 2 |
Hopper, Timothy | 2 |
James Russo | 2 |
Jones, Sara | 2 |
Lantos, Tess | 2 |
McFadden, Sara | 2 |
Micah Watanabe | 2 |
Petscher, Yaacov | 2 |
More ▼ |
Publication Type
Reports - Descriptive | 224 |
Journal Articles | 200 |
Speeches/Meeting Papers | 16 |
Tests/Questionnaires | 5 |
Guides - Classroom - Teacher | 1 |
Information Analyses | 1 |
Opinion Papers | 1 |
Education Level
Audience
Teachers | 16 |
Location
Australia | 9 |
Canada | 7 |
New Zealand | 6 |
Texas | 4 |
United Kingdom | 4 |
Singapore | 3 |
Spain | 3 |
Brazil | 2 |
California | 2 |
Europe | 2 |
Germany | 2 |
More ▼ |
Laws, Policies, & Programs
Americans with Disabilities… | 1 |
Indian Child Welfare Act 1978 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Zhang Huiyu; Linda Fang – International Journal of Designs for Learning, 2021
Biostatistics is a second-year subject taken by Biomedical Engineering Diploma students in Temasek Polytechnic, Singapore. Gamification elements, referenced from the popular "Pokémon GO," were infused into a suite of activities. The purpose was to engage and sustain the interest of students while facilitating the successful execution of…
Descriptors: Game Based Learning, Computer Games, Active Learning, Student Projects
Ernst, Heather; Morton, Anna – Australian Mathematics Education Journal, 2020
This article describes several ways to connect probability to other topics within mathematics, over a range of year levels, and across the curriculum. It includes a description of common issues and misconceptions, and practical learning activities to address them.
Descriptors: Probability, Mathematics Instruction, Misconceptions, Relevance (Education)
Jacques, Lorraine A. – Open Journal for Educational Research, 2020
Problem solving follows a cycle of inquiry where the individual iterates between finding possible paths and exploring their likely effectiveness before selecting one as a possible solution. The cycle is enhanced through proximal processes because the number of paths that can be explored in depth are greater when more people work on the same…
Descriptors: Problem Solving, Game Based Learning, Cooperative Learning, Cognitive Processes
Chris Vicari; Barry Joseph; Brittany Klimowicz; Hannah Jaris; Shane Asseltine; Joel Levin – International Journal of Designs for Learning, 2019
We designed an activity-based science curriculum that used Minecraft to support microbiology learning for students enrolled in the Lang Science Program at the American Museum of Natural History (AMNH) in New York City. Minecraft offered an option to consolidate complex science content into digestible activities for modeling concepts and…
Descriptors: Microbiology, Video Games, Game Based Learning, Science Activities
Wellington De Luna-Vazquez; Luis G. Estrada-Oliver – Strategies: A Journal for Physical and Sport Educators, 2024
The COVID-19 pandemic highlighted the challenges and opportunities for incorporating social and emotional learning (SEL) into physical education, especially in settings disrupted by remote learning. This article provides practical strategies for PE teachers to apply the cooperative learning (CL) model to help Hispanic English language learners…
Descriptors: Social Emotional Learning, Physical Education, Cooperative Learning, English (Second Language)
Rodriguez, Sarah B. – Learning and Teaching: The International Journal of Higher Education in the Social Sciences, 2020
Global health programmes have become quite popular within universities in the United States. But despite the growth in undergraduate programming in global health, the training of American undergraduates to ensure they engage ethically when conducting research in a low- or middle-income country has not followed. I teach a course in global bioethics…
Descriptors: Game Based Learning, Undergraduate Students, Health Education, Ethical Instruction
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
Biswas, Gautam; Rajendran, Ramkumar; Mohammed, Naveeduddin; Goldberg, Benjamin S.; Sottilare, Robert A.; Brawner, Keith; Hoffman, Michael – IEEE Transactions on Learning Technologies, 2020
Intelligent learning environments can be designed to support the development of learners' cognitive skills, strategies, and metacognitive processes as they work on complex decision-making and problem-solving tasks. However, the complexity of the tasks may impede the progress of novice learners. Providing adaptive feedback to learners who face…
Descriptors: Decision Making, Difficulty Level, Hierarchical Linear Modeling, Cognitive Processes
Hunt, Jessica; Taub, Michelle; Marino, Matthew; Duarte, Alejandra; Bentley, Brianna; Holman, Kenneth; Banzon, Allison – Learning Disabilities: A Contemporary Journal, 2022
Teaching and learning fraction concepts continues to be increasingly challenging, especially for elementary and middle school mathematics teachers and students in intervention settings. It is critical for educators to implement instruction that proactively considers engagement, access, and conceptual growth for all students. Dream 2B, a web-based…
Descriptors: Mathematics Instruction, Teaching Methods, Elementary School Mathematics, Middle School Mathematics
Pamela H. Bowers; Debbie Gonzalez; Teresa Georgopoulos – International Society for Technology, Education, and Science, 2023
What does it take to develop an asynchronous curriculum for social work students, with attention to precision, policy accuracy, and community accountability? We attempt to answer the question by documenting our process of community collaboration and partnership to develop a gamified case study on the Indian Child Welfare Act. The curriculum was…
Descriptors: Social Work, Counselor Training, American Indians, Federal Legislation
Kucher, Tetyana – International Journal of Technology in Education and Science, 2021
Playing games holds an important role in learning and development. While designing and using digital game-based learning (DGML) environments becomes more appealing to educators, there is a disconnect between the goals that educators try to achieve and the design strategies they utilize to achieve their goals. The inclusion of game elements alone…
Descriptors: Educational Principles, Best Practices, Instructional Effectiveness, Game Based Learning
Glass, Graham – Childhood Education, 2022
Pandemic-related lockdowns and school closures took education into the virtual sphere. Hence, educators of all grades had to adapt to the challenges of remote learning by including digital tools in their teaching strategies. The global pandemic added a mandatory digital layer to the task of motivating students. Education technologies (edtech) and…
Descriptors: Recreational Activities, Leisure Time, Program Design, Educational Experience
Squire, Kurt D. – E-Learning and Digital Media, 2022
During COVID-19, schools around the world rapidly went online. Examining youth technology use reveals sharp inequities within the United States' education system and incongruencies between the technologies used in virtual schooling and those in the lives of students outside of school. In affluent communities, virtual schooling is supported by a…
Descriptors: Electronic Learning, Virtual Classrooms, Educational Technology, Technology Integration
Hopper, Timothy; Rhoades, Jesse Lee – Strategies: A Journal for Physical and Sport Educators, 2022
In this series of two articles, we connect complexity theoretical frameworks of ecological dynamics and enactivism to initiatives for learning to play tennis advocated by USTA and Tennis Canada. These initiatives were inspired by the International Tennis Federation commitment to reduce the complexity of learning tennis by rescaling the game for…
Descriptors: Racquet Sports, Foreign Countries, Motor Development, Psychomotor Skills
Ding, Ai-Chu Elisha; DuBois, Jessica; Shaver, Erik J.; Bradley-Levine, Jill; Siebert, Cathy J.; Giraldo-Garcia, Regina – PDS Partners: Bridging Research to Practice, 2022
This study describes the process of forming a school-university partnership to support the professional growth of our pre-service teachers and the in-service teachers at one partner school district and improving middle school students' science learning amid the pandemic.
Descriptors: Science Education, Game Based Learning, Achievement Gains, College School Cooperation