Publication Date
In 2025 | 0 |
Since 2024 | 10 |
Since 2021 (last 5 years) | 24 |
Since 2016 (last 10 years) | 28 |
Since 2006 (last 20 years) | 28 |
Descriptor
Source
Author
Abdusselam, Mustafa S. | 1 |
Alicia Layne | 1 |
Angelica Rose Agregado | 1 |
Antero Lindstedt | 1 |
Antti Koskinen | 1 |
Arkan, Zeynep | 1 |
Arnel Guerrero | 1 |
Berber, Asiye | 1 |
Cheerielyn Amado | 1 |
Chen Xinyu | 1 |
Ching-Huei Chen | 1 |
More ▼ |
Publication Type
Reports - Research | 28 |
Journal Articles | 26 |
Tests/Questionnaires | 5 |
Speeches/Meeting Papers | 2 |
Education Level
Elementary Education | 28 |
Grade 7 | 28 |
Junior High Schools | 28 |
Middle Schools | 28 |
Secondary Education | 28 |
Grade 8 | 8 |
Grade 9 | 4 |
High Schools | 4 |
Grade 5 | 2 |
Intermediate Grades | 2 |
Early Childhood Education | 1 |
More ▼ |
Audience
Location
Turkey | 5 |
China | 3 |
Indonesia | 3 |
Taiwan | 2 |
Thailand | 2 |
Australia | 1 |
Czech Republic | 1 |
Denmark | 1 |
Finland | 1 |
Guyana | 1 |
Hong Kong | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
What Works Clearinghouse Rating
Ogi Danika Pranata – Pedagogical Research, 2024
Game-based learning has emerged as a promising approach to enhance students' engagement and understanding in educational settings. This study investigates the effectiveness of integrating physics education technology (PhET) simulations as game-based learning tools in teaching physics concepts related tao equilibrium system. A quasi-experimental…
Descriptors: Foreign Countries, Physics, Science Education, Game Based Learning
Thangjai, Natnaree; Worapun, Wittaya – Journal of Educational Issues, 2022
Inquiring learning characteristics are desirable learning behaviors that could lead to achievement in science education. The purpose of the study was to investigate the effectiveness of integrated 5E's of inquiring-based learning and game-based learning management on grade 7 students inquiring learning characteristics. The study was conducted in…
Descriptors: Inquiry, Active Learning, Grade 7, Secondary School Students
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Jake McMullen; Antti Koskinen; Tomi Kärki; Antero Lindstedt; Saku Määttä; Hilma Halme; Erno Lehtinen; Minna M. Hannula-Sormunen; Kristian Kiili – Mathematical Thinking and Learning: An International Journal, 2024
Adaptive expertise is a highly sought after, but difficult to achieve, outcome of mathematics education. Many teaching methods appear to support the development of adaptive expertise only in a small proportion of students. Game-based learning environments may be useful for supporting adaptive expertise. Therefore, we carried out a…
Descriptors: Game Based Learning, Number Concepts, Knowledge Level, Intervention
Christopher Ortega; Angelica Rose Agregado; Earl Xander Gabas; Cheerielyn Amado; Jilbrix Kyle Magno; Arnel Guerrero; Romes Gabriel Alaon; Mark Anthony R. Aribon III – Interactive Learning Environments, 2024
Learning history is vital for students' intellectual, spiritual, emotional, and physical development. Students perceive history subject as difficult and boring because they must memorize facts and understand those facts, concepts, time, and historical events. Interactive multimedia can increase students' enthusiasm and make the teaching and…
Descriptors: Game Based Learning, Educational Games, Usability, Instructional Materials
Sittichai Wichaidit; Manabu Sumida – Science Education International, 2023
The conceptual change approach has been a prevalent theoretical foundation for comprehending students' acquisition of scientific knowledge. Despite its extensive use, only a limited number of studies have employed this framework to examine the effectiveness of game-based learning (GBL). The GBL was utilized to teach 101 middle school students…
Descriptors: Game Based Learning, Instructional Effectiveness, Science Education, Middle School Students
Sun, Jiqing – Mathematics Education Research Group of Australasia, 2022
The transition between arithmetic and algebraic thinking is challenging for students. One notable difficulty for students is understanding algebraic symbols--pronumerals. Researchers are exploring pedagogical approaches in seeking to address this issue. The current paper is contributing to this body of literature by illustrating how an online card…
Descriptors: Algebra, Game Based Learning, Electronic Learning, Classroom Environment
Eltem, Özlem; Berber, Asiye – Participatory Educational Research, 2021
Given the rapid pace of science today, we can feel the influence of it in all aspects of our lives. Therefore, it is aimed to raise individuals with advanced thinking skills who learn and use knowledge in science class and can combine science and technology. In line with such purposes, it is believed that different methods and techniques are…
Descriptors: Educational Games, Scientific Concepts, Science Instruction, Game Based Learning
Çakiroglu, Ünal; Güler, Mustafa – E-Learning and Digital Media, 2021
This study attempts to determine whether gamification can be used as a pedagogical technique to overcome the challenges in teaching statistics. A post-test quasi-experimental design was carried out in gamified and non-gamified groups in order to reveal the effect of gamification elements in cultivating students' statistical literacy skills.…
Descriptors: Numeracy, Statistics Education, Learning Activities, Game Based Learning
Penelope DeFreitas; Alicia Layne – International Journal of Computer Science Education in Schools, 2023
The Guyanese Girls Code (GGC) training program, established in 2018, is aimed at increasing female participation in ICT. As a result of the COVID-19 pandemic, the program shifted to virtual operations to ensure the safety of participants and instructors. This presented an opportunity to contribute to the growing body of research that has been…
Descriptors: Females, Information Technology, Preadolescents, Early Adolescents
Nurul Huda Ramadhan; Wirawan Fadly; Nurzatulshima Kamarudin; Witsanu Suttiwan – Journal of Science Learning, 2024
In both private and public education, several institutions may use game-based explanations. However, it does not rule out the possibility that most educational institutions use text-based explanations, which makes students tend to get bored because they only have to read and listen, so another alternative is needed: game-based explanations that…
Descriptors: Foreign Countries, Secondary School Students, Grade 7, Science Instruction
Hall, Tanithe – Teachers and Curriculum, 2021
This article explains a case study undertaken for the purposes of answering the research questions: What does STEM education look like in a Year 7/8 New Zealand classroom? How do Year 7/8 students engage in the interdisciplinary approach of STEM education? Do/how do students value STEM learning in contrast to individual subject learning? This case…
Descriptors: STEM Education, Grade 7, Grade 8, Value Judgment
Nephawe, Farisani Thomas – Journal of English Teaching, 2023
Competence in the use of prepositions is versatile because they mark special relationships between persons, objects, and locations. However, using prepositions of time is challenging for many. The research investigated embodied pedagogical game approach in learning selected prepositions of time by Grade 7 English First Additional Language learners…
Descriptors: Form Classes (Languages), Time, Reliability, Grade 7
Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries
I-Fan Lo; Ching-Huei Chen – Research in Science & Technological Education, 2024
Interdisciplinary learning has become prevalent as a means of solving problems encountered in everyday life. Yet, there is a lack of experimental studies investigating strategies to facilitate interdisciplinary learning. This study explored the impacts of timing and types of instructional materials on the study of interdisciplinary subjects. A 2 ×…
Descriptors: Interdisciplinary Approach, Time Factors (Learning), Instructional Materials, Game Based Learning
Previous Page | Next Page »
Pages: 1 | 2