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Ding, Lu; Kim, ChanMin; Orey, Michael – Technology, Pedagogy and Education, 2020
This article proposes a gamification approach that aims to motivate students in online discussions. While some efforts have been made in gamification for teaching and learning, insufficient attention has been paid to gamification grounded in "both" theories and evidence from empirical studies. After identifying five motivational needs of…
Descriptors: Asynchronous Communication, Computer Mediated Communication, Online Courses, Student Motivation
Li, Lan – Journal of the Scholarship of Teaching and Learning, 2020
Game-based learning has become increasingly popular in recent years and has drawn an increasing level of attention in education. While the preliminary findings of educational gaming impact are quite promising, the current dilemma is the disconnect between what is available on the market and what is needed in the classroom. There has been an…
Descriptors: Computer Simulation, Electronic Learning, Web Based Instruction, Game Based Learning
Goodwin, Amanda P.; Petscher, Yaacov; Jones, Sara; McFadden, Sara; Reynolds, Dan; Lantos, Tess – Reading Teacher, 2020
The authors describe Monster, P.I., which is an app-based, gamified assessment that measures language skills (knowledge of morphology, vocabulary, and syntax) of students in grades 5-8 and provides teachers with interpretable score reports to drive instruction that improves vocabulary, reading, and writing ability. Specifically, the authors…
Descriptors: Computer Assisted Testing, Handheld Devices, Language Maintenance, Language Tests
Henderson, Nathan; Kumaran, Vikram; Min, Wookhee; Mott, Bradford; Wu, Ziwei; Boulden, Danielle; Lord, Trudi; Reichsman, Frieda; Dorsey, Chad; Wiebe, Eric; Lester, James – International Educational Data Mining Society, 2020
In recent years, game-based learning has shown significant promise for creating engaging and effective learning experiences. Developing models that can predict whether students will struggle with mastering certain concepts could guide adaptive support to assist students with mastering those concepts. Game-based learning environments offer…
Descriptors: Competency Based Education, Game Based Learning, Student Evaluation, Evaluation Methods
Hopper, Timothy; Rhoades, Jesse Lee – Strategies: A Journal for Physical and Sport Educators, 2022
The second article (Part 2) builds on the theoretical and contextual foundation developed in paper one by exploring in more depth how to teach tennis based on the use of USTA modified equipment and Tennis Canada's play-practice-play program. Drawing on the enactivist cognitive approach to teaching tennis, this paper shows how tennis players,…
Descriptors: Educational Theories, Educational Change, Racquet Sports, Physical Education
Hendrix, Nicole M.; Hojnoski, Robin L.; Missall, Kristen N. – Young Exceptional Children, 2020
Research suggests that young children have a complex sense of informal mathematics, including an understanding of more and less, shape, and patterns (Ginsburg, Lee, & Boyd, 2008), and that attention to mathematics in early childhood ensures that children have a strong foundation for later learning. For children with identified disabilities,…
Descriptors: Numeracy, Mathematics Skills, Skill Development, Games
Honig, Alice Sterling – Early Child Development and Care, 2020
Teachers are sometimes puzzled and frustrated by some children's difficulties and troubles as these children respond aggressively when feeling that peers crowd too close or seem 'threatening'. This article provides a variety of bodily games to help children become more aware of how their bodies and muscles work. The activities suggested are…
Descriptors: Teacher Role, Early Childhood Teachers, Child Caregivers, Young Children
Nease, Jake; Adams, Thomas A., II – Chemical Engineering Education, 2019
BLACKOUT! is a turn-based video game that introduces undergraduate and high school students to the types of power generation available in most electricity markets. The workshop portion of BLACKOUT! introduces students to the advantages and disadvantages of power generation by coal, natural gas, nuclear, wind and solar. The students then take the…
Descriptors: Experiential Learning, Video Games, Workshops, Power Technology
Laffey, James; Griffin, Joseph; Sigoloff, Justin; Sadler, Troy; Goggins, Sean; Womack, Andrew; Wulff, Eric – Grantee Submission, 2019
Mission HydroSci (MHS) teaches water systems and scientific argumentation towards meeting Next Generation Science Standards. MHS is a game-based 3D virtual environment for enacting transformational role-playing, wherein students must learn new knowledge and competencies in order to successfully complete the game missions. MHS was developed for…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Role Playing
Harrington, Ingrid; Mellors, Marc J. – International Journal of Higher Education, 2021
The role of gamification in Australian higher educational learning has gained increasing currency in recent years, with many proponents promoting its usefulness for improving the university student experience by increasing progression and lowering attrition, particularly among first year students (Charles, Charles, McNeill, Bustard, & Black,…
Descriptors: Foreign Countries, Higher Education, College Students, Game Based Learning
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
Yap, Joseph; Peñaflor, Janice – Journal of Information Literacy, 2020
In this time of disinformation and misinformation, libraries remain a reliable source of truthful and factual information. As they fervently support the agenda of lifelong learning, libraries recognise that there are various influences that redefine the process of student learning. Admittedly, librarians need to be more creative in motivating…
Descriptors: Media Literacy, Information Literacy, Game Based Learning, Library Instruction
Craig D. Howard; John W. Baaki – International Journal of Designs for Learning, 2021
This article presents two similar design cases and a discussion of how like values resulted in dissimilar design moves. Both cases were gamified learning activities for graduate students in instructional design. Both interventions employed rapid prototyping and were delivered synchronously in an at-a-distance setting. This article compares the two…
Descriptors: Design, Instructional Design, Learning Activities, Graduate Students
Bhinder, Nataliya V. – Educational Process: International Journal, 2019
Professional training of border guards is closely connected with Ukraine's national development, its stability and economic prosperity. Due to emerging security threats, the training of future border guards in Ukraine has recently undergone radical changes including the reconsideration of professional competence. According to its reviewed profile,…
Descriptors: National Security, Professional Education, Foreign Countries, Teaching Methods
Kong, Nan – INFORMS Transactions on Education, 2019
With widening application of systems modeling and simulation in healthcare industry, relevant courses have been created in many undergraduate biomedical engineering curricula to address the need in workforce development. However, it is challenging to teach systems modeling and simulation and effective teaching is demanded. To answer the call, I…
Descriptors: Educational Games, Teaching Methods, Biomedicine, Engineering Education