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Showing 1 to 15 of 20 results Save | Export
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Stuart Evans; Kellie Sanders – Strategies: A Journal for Physical and Sport Educators, 2024
Many high school students fear and dislike introductory biomechanics, which can add to the challenges physical educators face in teaching and supporting their students' learning. There is evidence that active and participative learning approaches can improve student engagement with and understanding of biomechanical concepts. This can be done by…
Descriptors: Game Based Learning, Biomechanics, High School Students, Learner Engagement
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Ana Manzano-Leo´n; Jose´ M. Rodri´guez-Ferrer; Jose´ M. Aguilar-Parra – Journal of Chemical Education, 2023
This study assesses the effects of an educational gamification program on motivation, engagement, and flow for high school students from socially disadvantaged communities. A quantitative comparison was carried out with pretest--post-test measurements with intervention and control groups. A total of 216 students from two high schools in socially…
Descriptors: Game Based Learning, High School Students, Comparative Analysis, Learning Motivation
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Theodoulou, Jack; Curwood, Jen Scott – English Teaching: Practice and Critique, 2023
Purpose: Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) "What Remains of Edith Finch" into an English Language Arts…
Descriptors: Video Games, Learner Engagement, English Instruction, Language Arts
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Baiden, Patrick; Essel, Harry Barton; Vlachopoulos, Dimitrios; Tachie-Menson, Akosua; Essuman, Michael Ato – Technology, Knowledge and Learning, 2022
The engagement and motivation of students in drawing activities are of great importance to their learning processes. The decline in attendance and difficulties stimulating the drawing skills of students make it crucial to develop novel methodologies that can overcome these difficulties. In visual art education research, utilizing game elements…
Descriptors: Game Based Learning, Family and Consumer Sciences, Student Motivation, Learner Engagement
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Mario de la Puente – Interactive Learning Environments, 2024
The present study investigates the impact of the educational game Sociopolis on student engagement in the context of tenth-grade social science education. Employing a mixed-methods approach, this research examines engagement behaviors quantitatively and categorically. The participant pool consists of 183 students from four public schools in…
Descriptors: Foreign Countries, Educational Games, Gamification, Game Based Learning
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Asniza, Ishak Nor; Zuraidah, Md Osman Siti; Baharuddin, Abdul Rahman Md; Zuhair, Zainal Muhammad; Nooraida, Yakob – Journal of Turkish Science Education, 2021
It is the teacher's responsibility in paying serious attention on highlighting the 21st century way of learning in transforming the education system, focusing on equipping students with communication skills, critical thinking, and collaboration skills. This 21st century learning requires suitable teaching aids to achieve the learning objectives.…
Descriptors: Electronic Learning, Game Based Learning, Educational Games, High School Students
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Literat, Ioana; Chang, Yoo Kyung; Eisman, Joseph; Gardner, Jonathan – Journal of Media Literacy Education, 2021
Given the need for innovative, engaging, and youth-centered approaches to media literacy, as well as the potential of active pedagogies to facilitate youth civic education and efficacy, games emerge as a particularly promising and under-utilized avenue for news literacy education. Our research asks, how might we use game-based learning to tackle…
Descriptors: Game Based Learning, Curriculum Development, Media Literacy, News Media
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Lufti, Achmad; Suyono; Hidayah, Rusly – Asia-Pacific Forum on Science Learning and Teaching, 2021
This research aims to explore the effectiveness of using computer-assisted games as a learning media to improve the quality of learning in Chemistry. The research was conducted in Indonesia on high school students in three separate classes or groups, in three separate schools that were randomly selected. There were three stages of data collection…
Descriptors: Game Based Learning, Computer Games, Teaching Methods, Instructional Effectiveness
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Banthita Sukdee – Shanlax International Journal of Education, 2024
The purposes of this research were to (1) study twelfth grade students' English vocabulary and reading development by applying collaborative learning management with language game of the whole group and individual (2) examine twelfth grade students' attitudes towards collaborative learning management with language game in learning English…
Descriptors: Foreign Countries, High School Students, Grade 12, English (Second Language)
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Nunes da Silva Júnior, José; Santos de Lima, Paulo Roberto; Sousa Lima, Mary Anne; Monteiro, Álvaro Carvalho; Silva de Sousa, Ulisses; Melo Leite Júnior, Antonio José; Vega, Kimberly Benedetti; Oliveira Alexandre, Francisco Serra; Jalles Monteiro, André – Journal of Chemical Education, 2020
This report provides information about a free-of-charge, trilingual (Portuguese, Spanish, and English) game-based application that engages high school and undergraduate students in reviewing the structural theory of organic compounds in a challenging way. In Time Bomb Game, students must disarm a time bomb on their own by correctly answering…
Descriptors: Game Based Learning, High School Students, Undergraduate Students, Learner Engagement
Samuel Lackey – ProQuest LLC, 2022
The problem of practice (PoP) in this dissertation in practice (DiP) focuses on the lack of motivation and engagement exhibited by career technical education (CTE) students within the traditional high school chemistry classroom as a response to textbook and teacher-centered pedagogy. This qualitative action research study utilizes a game-based…
Descriptors: Game Based Learning, Student Motivation, Learner Engagement, High School Students
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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
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Chen, Yu-Chi; Hou, Huei-Tse; Wu, Chang-Hsin – Journal of Educational Computing Research, 2023
A scaffolding-based mind tool was designed to allow teachers to easily create lesson plans for in-class gamified activities and to embed various scaffoldings in the lesson plan design. The purpose of this study was to investigate the learning outcomes of a scaffolding-based mind tool integrated with gamified learning activities applied to a…
Descriptors: Scaffolding (Teaching Technique), Teaching Methods, Game Based Learning, Instructional Effectiveness
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Malegiannaki, Irini; Daradoumis, Thanasis; Retalis, Symeon – International Journal of Game-Based Learning, 2021
Serious games are used in the field of cultural heritage as a means to transmit cultural knowledge and enable an experiential contact with cultural content. The authors' aim is to investigate whether a game design exploiting the less used combination of complex storytelling, endogenous cooperation, and competition has the potential to sufficiently…
Descriptors: Story Telling, Educational Games, Game Based Learning, Nonformal Education
Aldana, Ihmar L. – Online Submission, 2020
This action research study examined the effects of review games using Kahoot! on students' quiz scores as well as student engagement. The study was conducted in a high school geometry classroom at Tiyan High School (THS) in Barrigada, Guam. This study consisted of a sample size of 42 students in the 10th through the 12th grade. The data collected…
Descriptors: Educational Games, High School Students, Secondary School Mathematics, Geometry
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