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Kurt D. Squire – International Journal of Designs for Learning, 2021
At Play in the Cosmos is a game for University-level Astronomy courses. Designed as a collaboration between the Games + Learning + Society Center, an academic center at the University of Wisconsin-Madison, and Norton & Company, Cosmos is intended to support a "game-first" model of curriculum in which students play the game before…
Descriptors: Astronomy, Game Based Learning, Learning Activities, Design
Palová, Dana; Vejacka, Martin – European Journal of Educational Research, 2022
The field of education was distinctly affected by the development of information and communication technologies, as they can make education more efficient, interactive, and available. Today's students call for new innovative educational approaches. Digital communication technologies are the organic part of their life and they are group-oriented…
Descriptors: Game Based Learning, Student Motivation, Integrated Learning Systems, Foreign Countries
Pill, Shane; Evans, John R.; Williams, John; Davies, Michael J.; Kirk, Mary-Anne – Sport, Education and Society, 2022
The "Australian Curriculum: Health and Physical Education" (Australian Curriculum, Assessment and Reporting Authority (2020a) requires all teachers to include Aboriginal and Torres Strait Islander peoples', culture and history where there is scope to meaningfully do so. However, there is a general absence in Australia and internationally…
Descriptors: Physical Education, Culturally Relevant Education, Foreign Countries, Indigenous Populations
Yaccob, Nur Syafiqah; Rahman, Siti Fatimah Abd.; Mohamad, Syamsul Nor Azlan; Rahim, Azwin Arif Abdul; Rashid, Khadijah Khalilah Abdul; Aldaba, Abdulmajid Mohammed Abdulwahab; Yunus, Melor Md; Hashim, Harwati – Arab World English Journal, 2022
Modern trends lead to innovative technologies in education, including the birth of digital and gamified learning or gamification. In English language classrooms, meaningful teaching and learning are significant to developing students' English proficiency, focusing on linguistics and communicative competence. Various language activities and games…
Descriptors: English (Second Language), Second Language Instruction, Game Based Learning, Educational Games
Rizk, Nadya; McKenzie, Matt; Samrout, Marya – Teaching Science, 2022
Coding is a process often associated with computers. Nevertheless, coding is a thought process that can be mastered even without a computer. In NSW, primary students are introduced to computational and algorithmic thinking as early as Stage 1. Yet, teaching coding to young students is not always easy for teachers, mostly because the process is…
Descriptors: Programming, Computer Science Education, Computation, Thinking Skills
Llewellyn, Bryn – Childhood Education, 2021
Physically Active Learning (PAL) is an approach that seamlessly integrates movement with learning. Research has demonstrated that PAL can: (1) improve classroom behavior and activity engagement; (2) significantly reduce sedentary periods of time; and (3) offer aggregated improvement in academic performance over time. This article describes…
Descriptors: Physical Activities, Active Learning, Teaching Methods, Elementary School Students
Ahmed, Md. Dilsad; Kanaan, Eid Mohammed – Journal of Physical Education, Recreation & Dance, 2021
Teaching in a traditional school setting is usually conducted via the direct instruction pedagogical model (DIPM). Unfortunately, this model was confronted with significant criticism and did not remain a popular choice among researchers, because of its narrow focus on physical education (PE) as sports technique and its one-size-fits-all design…
Descriptors: Game Based Learning, Student Motivation, Elementary School Students, Physical Education
Handby, Edmund – Journal of Political Science Education, 2021
The use of games and simulation pedagogy has proliferated across political science and international relations, yet remains fledgling in political theory. Irrespective of discipline, the benefit of games and simulations is well established. However, existing simulations in political philosophy tend to address the teaching of the history of ideas,…
Descriptors: Game Based Learning, Political Science, Theories, Foreign Countries
Ruiz-Ezquerro, Antonio – Journal of Campus Activities Practice and Scholarship, 2021
Playing satisfies basic human needs such as deepening social relationships (Melton et al., 2019) and experiencing an ideal self's characteristics (Przybylski et al., 2012). In addition, games foster student engagement through the use of intrinsic motivation, critical thinking skills, and the use of creative problem solving (Boghian et al., 2019;…
Descriptors: Role Playing, Games, Teaching Methods, Game Based Learning
Verzosa, Debbie Marie B.; De Las Peñas, Ma. Louise Antonette N.; Sarmiento, Jumela F.; Aberin, Maria Alva Q.; Tolentino, Mark Anthony C.; Loyola, Mark L. – International Association for Development of the Information Society, 2021
The problem of rote-based learning in mathematics is well documented. Mobile technology can provide a potential solution, especially when application (app) design is based on sound pedagogical principles and gamification elements. However, an inventory of available mobile apps for mathematics reveals that many of the available apps are guided by a…
Descriptors: Electronic Learning, Handheld Devices, Thinking Skills, Elementary School Mathematics
Spates, Stephen A. – Communication Teacher, 2022
Organizational communication has concepts and processes that can be difficult to absorb. Using gamification as a pedagogical strategy, a semester-long project is developed to help students learn through application. The Bear Cave is a class-wide competition where students create an organization and seek a fictional investment of $1,000,000. In…
Descriptors: Organizational Communication, Game Based Learning, Competition, Cooperative Learning
Sale, R. Samuel – International Journal of Education and Development using Information and Communication Technology, 2022
In response to the increased prevalence of remote learning, and exhortation that educators adopt more experiential pedagogy, a methodology is presented to use a free, commercially available game to teach a variety of resource allocation problems in various disciplines. The use of games to provide experiential learning has been shown to increase…
Descriptors: Game Based Learning, Resource Allocation, Experiential Learning, Secondary School Students
Pi-Sui Hsu; Reva Freedman; Darin Brockmann; Zachary Hueneke; Dean LaBarbera; Ben Kluga; Rui Zhang; Ian Sullivan; Margot Van Dyke – International Journal of Designs for Learning, 2022
The objective of this project was to address design gaps in previous programs that address scientific argumentation in middle schools. We adopted gamification mechanics (e.g., stimulus and response and progression) to design a computer-assisted program to better support students' development of scientific argumentation. In this paper, we describe…
Descriptors: Game Based Learning, Middle School Students, Persuasive Discourse, Science Education
Stohlmann, Micah S. – School Science and Mathematics, 2023
Escape rooms have been receiving more attention for use in education. Escape rooms are games in which teams solve multiple puzzles and challenges using clues, hints, and strategy to determine how to escape from a locked room. The implementation of escape rooms has the potential for increasing students' mathematical understanding and engagement.…
Descriptors: Mathematics Education, Electronic Learning, Problem Solving, Game Based Learning
Richardson, Deborah South; Bledsoe, Robert S.; Manning, Kailea – College Teaching, 2023
The authors' scholarly reflective narrative addresses the rewards and challenges of an immersive experiential active learning pedagogy. They ask, "was it worth it?" for students and for themselves. Although research evidence makes it clear that active learning benefits student learning and engagement, designing a course to incorporate…
Descriptors: Active Learning, Learner Engagement, College Faculty, College Students