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Showing 1 to 15 of 35 results Save | Export
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Chawin Chukusol; Prachyanun Nilsook; Panita Wannapiroon – International Education Studies, 2024
This study focuses on the development and evaluation of a challenge-based hybrid learning approach utilizing a virtual board games platform to enhance international standard student competency. Our research applies educational management theories to challenge-based learning, providing learners with diverse opportunities for engagement,…
Descriptors: Blended Learning, Game Based Learning, Problem Solving, Learner Engagement
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Krishna Mohan Surapaneni – Advances in Physiology Education, 2024
Diving into the realm of game-based learning, the "CARBGAME" (CARd & Board GAmes in Medical Education) is an innovative series of games that reimagines the way medical students learn complex but essential chapters. In the pilot study, there was a highly significant improvement in the academic performance of students in the chapter…
Descriptors: Gamification, Medical Education, Active Learning, Biochemistry
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Pedro Santos Bartolomé; Tom Van Gerven – European Journal of Engineering Education, 2025
The authors develop an educational simulation game for basic vapour-liquid equilibrium (VLE) to use in chemical engineering education, basing the design on educational guidelines from the active learning literature. The game is tested in three cohorts totalling 84 students, showing significant increase in a knowledge test of VLE, and positive…
Descriptors: Foreign Countries, Undergraduate Students, Chemical Engineering, Computer Simulation
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Ying-Lien Lin; Wei-Tsong Wang; Chih-Chen Kuo; Pi-Hsin Chen – Education and Information Technologies, 2025
This study explores the factors influencing students' online game-based learning (OGBL) performance. At present, motivating students to engage in learning actively represents a significant challenge faced by teachers and other stakeholders. Additionally, the findings of a variety of OGBL studies have been inconsistent or contradictory,…
Descriptors: Formative Evaluation, Incentives, Game Based Learning, Electronic Learning
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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
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McLain, Nina; Collins, Mary Jane; Baskin, LaWanda – International Journal for the Scholarship of Teaching and Learning, 2023
Active learning with student engagement has been demonstrated to improve knowledge retention and improve learning in graduate education. Nurse anesthesia education has traditionally been taught using lecture with slide presentations without considering student centered learning. Much attention has been given to active learning strategies to…
Descriptors: Active Learning, Graduate Students, Nursing Education, Learner Engagement
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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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Hannes Rall; Emma Harper – Pedagogies: An International Journal, 2024
Our paper seeks to investigate how mediation using emerging technologies can increase student engagement within the context of teaching English Literature in Singapore. Through a discussion of our ongoing project to create an adaptation of Shakespeare's "Pericles, Prince of Tyre" as an animated game in virtual reality, we focus upon the…
Descriptors: Teaching Methods, Game Based Learning, English Literature, Computer Games
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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
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Moore-Beyioku, Cheryl – Journal of Teaching and Learning with Technology, 2021
The need to quickly transition from face-to-face teaching using engaging, content-based activities to a new, online platform in just two weeks during the 2019 coronavirus disease (COVID19) pandemic, made it necessary to try to migrate familiar activities that the students enjoyed into a virtual classroom. The activity that proved to be the most…
Descriptors: COVID-19, Pandemics, Distance Education, Learner Engagement
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Raharjo, Satrio Raffani; Handayani, Putu Wuri; Putra, Panca Oktavia Hadi – Electronic Journal of e-Learning, 2021
E-learning through a learning management system (LMS) is expected to be a solution to the needs of distance learning, especially during a pandemic situation. However, learning through an LMS can lead to a lack of focus, reduced classroom efficiency, and a feeling of boredom for the user. One solution to this problem is to use gamification (e.g.,…
Descriptors: Active Learning, Game Based Learning, Integrated Learning Systems, Electronic Learning
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Bylsma, Megan – Papers on Postsecondary Learning and Teaching, 2020
Implementing curriculum that includes all students, that celebrates individual learners' needs, that fosters student responsibility, and that teaches skills that transcend discipline-specific outcomes is possible with a pedagogy that embraces immersion learning. Reacting to the Past is a High Impact Practice (H.I.P.) approach that uses elaborate,…
Descriptors: Learner Engagement, Experiential Learning, Role Playing, Game Based Learning
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Kiron, Nafisul; Adaji, Ifeoma; Long, Jeff; Vassileva, Julita – Electronic Journal of e-Learning, 2020
Games are a great source of entertainment and are used by people of all ages; they motivate and engage people and affect their behavior. Therefore, games have been widely studied in many non-game contexts. Education is one of those areas where gamified, and game-based learning strategies have been implemented and explored. To engage and motivate…
Descriptors: Learner Engagement, Games, Peer Teaching, Active Learning
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Carman, Angela; Brady, Christy; Conatser, Trey – College Teaching, 2022
Game-based learning offers a compelling prospect for innovative teaching and student engagement, but popular examples often involve either complex, time-consuming systems that invite high-order thinking, or simpler, quick versions that reward memorization. Far less common are games that fit low-stakes activities (such as concept review) but…
Descriptors: Thinking Skills, Skill Development, Game Based Learning, Instructional Innovation
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Musgrove, Hannah B.; Ward, William M.; Hiatt, Leslie A. – Journal of Chemical Education, 2021
A Quantitative Analysis Lab class was developed that began with 9 weeks of student preparation for the Quant Escape Game (QEG) where the students learned the fundamentals of quantitative analysis. The preparation was followed by the four-week QEG, an active-learning, cooperative-learning, and problem-based learning experience in which the students…
Descriptors: Learner Engagement, Student Motivation, Student Projects, Undergraduate Students
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