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Alexander, James A.; Cruz, Laura E.; Torrence, Michael L. – IDEA Center, Inc., 2019
"Gamification" is often (incorrectly) assumed to mean using games in the classroom, but its primary purpose is to integrate differentiated strategies of motivation and engagement into a number of activities, including teaching and learning. The authors synthesize research and practice in the field of gamification (also called gamified,…
Descriptors: Learner Engagement, Student Motivation, Games, Learning Activities
Griffin, Rachel Alicia; Jackson, Noell Ross – Communication Teacher, 2011
Today, more than ever before, college educators are being asked to address diversity issues and to teach in ways that foster self-reflexivity and social consciousness. As the world becomes increasingly diverse at the intersections of age, gender, sexual orientation, class, region, religion, race, ethnicity, ability, and nationality, students need…
Descriptors: Higher Education, College Students, Communication Skills, Cultural Pluralism

Ackil, James E. – Teaching of Psychology, 1986
A classroom game, based on a trivia-type game format, to help students prepare for the cumulative final exam in a physiological psychology course is presented. Details of game construction and play are described. (Author)
Descriptors: Academic Achievement, Games, Higher Education, Instructional Improvement

Barson, Alan – Arithmetic Teacher, 1982
Three basic game types are identified and described (formation, chase, and elimination). Examples are given of each of these types, as well as a chase-elimination game and a formation-elimination game. The ultimate game is viewed to be one which would combine all three strategies. (MP)
Descriptors: Educational Games, Elementary Secondary Education, Enrichment Activities, Games

Reuss, Robert L.; Gardulski, Anne F. – Journal of Geoscience Education, 2001
Describes an interactive game used in conjunction with traditional laboratory work, group discussions, student presentations, and writing exercises to provide an enjoyable and motivating dimension to a university seminar/lab course in historical geology and paleontology. The game is designed for a university setting but can easily be modified for…
Descriptors: Evaluation, Games, Geology, Higher Education

Somers, Jessica A.; Holt, Margaret E. – Innovative Higher Education, 1993
A course in adult education techniques used game design and playing as an instructional method. A follow-up survey found the 11 participants valued the experience, had some difficulty with the group aspect of game development, were stimulated in different ways, felt grading criteria were appropriate, and would use the technique themselves. (MSE)
Descriptors: Adult Education, Adult Learning, Assignments, Classroom Techniques
Makarova, Veronica – 1997
Class activities and games designed to stimulate student interest and provide feedback in English-as-a-Second-Language (ESOL) pronunciation and phonetics are described. They are intended to address specific challenges of a typical Japanese, ESOL classroom--low student motivation and inadequate feedback--and to supplement conventional language…
Descriptors: Class Activities, Classroom Techniques, College Instruction, Dialects
Makarova, Veronika – 1996
Problems in teaching English pronunciation to large groups of university students in Japan are discussed, and some solutions are offered. Pronunciation instruction requires close individual interaction between teacher and student, difficult if not impossible to achieve in a typical Japanese university classroom. However, it is possible to get…
Descriptors: Audiovisual Aids, Class Activities, Classroom Communication, Classroom Techniques