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Jeremy Bernier; Elisabeth R. Gee; Yuchan Gao; Luis E. Pérez Cortés; Taylor M. Kessner – Information and Learning Sciences, 2024
Purpose: The purpose of this paper reporting an exploratory pilot study is to examine how participant engagement in design thinking varies when playing and fixing (playfixing) three partially complete games (broken games). Design/methodology/approach: The data for this study consist of transcripts of five playfixing sessions with a total of 16…
Descriptors: Games, Creative Thinking, Pilot Projects, College Students
Keetam D. F. Alkahtani – Behavioral Disorders, 2024
Students with attention-deficit/hyperactivity disorder (ADHD) may engage in disruptive classroom behaviors. The Caught Being Good Game (CBGG) has been identified as an intervention for managing class-wide behaviors. The purpose of the current study was to evaluate the effect of the CBGG in increasing class-wide academically engaged behavior (AEB)…
Descriptors: Intervention, Attention Deficit Hyperactivity Disorder, Behavior Change, Games
Anggraeni, Leni; Affandi, Idrus; Wahyudin, Dinn; Paramitha, Sandey Tantra; Ramadhan, Muhammad Gilang – International Journal of Education in Mathematics, Science and Technology, 2022
The implementation of peace education in the university environment has not yet found the right technical implementation, so the main goal in peace education has not been achieved, especially the application in the university environment. Therefore, this research aims to determine the general perception of board games as a media of peace education…
Descriptors: College Students, Games, Game Based Learning, Peace
Kaisar Tursyngozhayev; Nusret Kavak; Nurlan K. Akhmetov – Journal of Chemical Education, 2024
The teaching and learning of chemistry can be challenging due to the complex and abstract nature of the subject matter. Traditional methods of instruction often struggle to engage students and facilitate an understanding of essential chemical concepts. To address this, an innovative card game, "Compound Chain", was developed and…
Descriptors: Chemistry, Science Instruction, Game Based Learning, Games
Chen, Ken-Zen; Chi, Hsiao-Han – Interactive Learning Environments, 2022
The purpose of the qualitative study was to investigate experiences of first-time board-game users (29 elementary school students) in playing "Coding Ocean" (CO) to learn computational thinking. CO was a two-team strategy board game and was designed for children developing basic understanding of computational thinking. Participation…
Descriptors: Novices, Elementary School Students, Games, Student Experience
Hier, Bridget O.; MacKenzie, Connor K.; Ash, Tory L.; Maguire, Samantha C.; Nelson, Kaytlin A.; Helminen, Emily C.; Watts, Emily A.; Matsuba, Erin S. M.; Masters, Ellen C.; Finelli, Carly C.; Circe, Joshua J.; Hitchings, Taylor J.; Goldstein, Alec R.; Sullivan, William E. – Journal of Positive Behavior Interventions, 2024
This multiple-baseline design study examined the effects of the Good Behavior Game (GBG) on class-wide academic engagement in online general education classrooms. Teachers in three third- through fifth-grade classrooms in the state of New York implemented the GBG remotely during the COVID-19 pandemic. Treatment integrity was supported using…
Descriptors: Behavior Patterns, Games, Learner Engagement, Distance Education
Narelle Eather; Nicholas Riley; Mark Babic; Andrew Bennie; John Maynard; Philip J. Morgan – Journal of Teaching in Physical Education, 2024
Purpose: The aim of this study was to develop, implement, and evaluate a 16-lesson integrated physical education program focusing on Indigenous games: Education, Movement, and Understanding (EMU). Method: The study aligned with current physical education, English, and mathematics syllabi and involved 105 children (9-12 years) from two primary…
Descriptors: Physical Education, Indigenous Populations, Games, Elementary School Students
Maurer, Karsten; Hudiburgh, Lynette; Werwinski, Lisa – Teaching Statistics: An International Journal for Teachers, 2020
Learning the fundamentals of probability and random variables can be a struggle for many students. Games by their nature require active participation and reward mastery, lending naturally to the framework of active learning. In this study, we designed and evaluated the efficacy of a lab activity using a game where strategy hinges on sums of dice…
Descriptors: Word Problems (Mathematics), Games, Game Based Learning, Instructional Effectiveness
Kolovelonis, Athanasios; Goudas, Marios – Cogent Education, 2022
This study compared the effects of three different types of cognitively challenging physical activity games on students' executive functions and situational interest. Participants were 140 students from four fourth-grade and four fifth-grade classes of four elementary schools. One fourth- and one fifth-grade class from each school were randomly…
Descriptors: Elementary School Students, Grade 4, Grade 5, Physical Activities
Ragad M. Tawafak; Liqaa Habeb Al-Obaydi; Blanka Klimova; Marcel Pikhart – Contemporary Educational Technology, 2023
This abstract presents a research study that investigates the effects of technology integration (TI) through digital gameplay on English as a foreign language (EFL) college students' behavior intention. The study employs a mixed-methods research design, combining quantitative and qualitative data collection and analysis methods. The quantitative…
Descriptors: Technology Integration, English (Second Language), Second Language Instruction, College Students
Jon-Chao Hong; Chien-Hung Lin; Chin-Chieh Juh – Interactive Learning Environments, 2024
Referring to the advantages of intelligent personal assistants, or virtual agents, Charades can be implemented with a Chatbot to enhance students' vocabulary mastery. However, only a few studies have addressed the effectiveness of learning through practice with chatbots based on the Charades approach. We designed a Charades game using Google…
Descriptors: Artificial Intelligence, Computer Uses in Education, Games, Vocabulary Development
Hayes, Aleshia – International Journal on E-Learning, 2022
This case study analyzes engagement during situated learning students engaged in the Global Game Jam, a three-day game development event. The themes identified as indicators of engagement for thematic analysis during this research were from the National Center for Educational Statistics' (NCES) National Survey of Student Engagement (NSSE). The…
Descriptors: Learner Engagement, Situated Learning, Games, Computer Science Education
Alexander, Curby – International Journal of Game-Based Learning, 2019
One of the most important outcomes of pre-service teacher education isthe transition from assignmentoriented students to service-oriented education professionals. Faculty can assist in this process by cultivating professional educator dispositions within their courses. Gamification strategies can be an effective way to provide students with timely…
Descriptors: Games, Preservice Teacher Education, Preservice Teachers, Teacher Characteristics
Goldey, Katherine L.; Espinosa, Angel – Teaching of Psychology, 2021
Background: Many instructors use trivia-style review games to encourage self-testing, increase student engagement, and promote collaboration. However, most published examples of review games include trivia questions only, rather than activities that incorporate kinesthetic learning. Objective: We evaluate a review activity modeled after the game…
Descriptors: Psychology, Introductory Courses, Undergraduate Students, Student Attitudes
Brandle, Shawna M. – Journal of Political Science Education, 2020
Throwing as much fun and pop culture into an international relations class as possible, with the goal of improving student learning (and the likelihood of the course running again). Games proved most effective, while movies were less useful in increasing student learning on international relations.
Descriptors: International Relations, Teaching Methods, Popular Culture, Games