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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
Odom, Summer F.; Cantrell, Megan S. – New Directions for Student Leadership, 2022
Active learning experiences, such as games, have been found to increase the holistic learning experience for students in college curricular settings. However, barriers exist to using games as a leadership pedagogy in the curriculum. This article reviews the benefits and challenges of using games in college leadership curricular settings and…
Descriptors: Educational Games, Games, Leadership Training, College Curriculum
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
Xiao Li; Marc Mun~iz; Karlun Chun; Jonathan Tai; Francesca Guerra; Darrin M. York – Journal of Chemical Education, 2022
Atomic orbitals represent an essential construct used to develop chemical bonding models, upon which other more advanced chemistry topics are built. In this article, we share a series of active-learning activities and a gamified approach to develop students' representational competence about atomic orbitals and to engage students in learning the…
Descriptors: Learner Engagement, Chemistry, Science Instruction, Active Learning
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
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
Tsai, Jen-Che; Chen, Shih-Yeh; Chang, Chun-Yen; Liu, Shiang-Yao – Education Sciences, 2020
This article reports the design of a scientific board game, named "Element Enterprise Tycoon" (EET), which creates a scenario combining chemical elements, techniques, and products in daily life. The game cards are designed to motivate students not only to retrieve information about chemical elements, but also to be proficient in…
Descriptors: Games, Chemistry, Science Instruction, Teaching Methods
Damron, Kelly – Journal of Instructional Research, 2019
A board game is used in financial accounting courses as a means to engage students actively in their own learning. Since many students are intimidated by accounting or find the topic uninteresting, the use of games, especially a board game, encourages them to engage actively. After playing the board game, the students in the classroom appreciate a…
Descriptors: Games, Game Based Learning, Teaching Methods, Learner Engagement
Fariza, Kinzhibayeva; Assel, Akpayeva; Gulzhan, Yergalieva; Marzhangul, Mynzhassarova – World Journal on Educational Technology: Current Issues, 2021
The purpose of this research is to evaluate the problems encountered in the process of realizing the continuity of preschool and primary school mathematics education and to determine the use of technology in mathematics education in line with the opinions of teachers. The research is a phenomenological study within the scope of qualitative…
Descriptors: Preschool Teachers, Elementary School Teachers, Mathematics Teachers, Teacher Attitudes
Wu, Ya-Ling – Innovations in Education and Teaching International, 2018
Gamification can enhance learners' autonomous motivation and enable them to feel enthusiastic during the cognitive absorption process. Therefore, this study explores developing a productive mobile learning (m-learning) atmosphere that enables focused immersion students to learn, enhancing their gratification and decreasing their cognitive load, to…
Descriptors: Games, Instructional Design, Electronic Learning, Cognitive Processes
Busuttil, Leonard; Formosa, Marquita – Informatics in Education, 2020
This paper investigates unplugged computing as a formal pedagogical strategy to teaching computing to a Maltese secondary class of Year 9 students. It aims at identifying the effectiveness of this pedagogy outlining the strengths and weaknesses in its application, taking into consideration the level of attainment for students, as well as the…
Descriptors: Foreign Countries, Computer Science Education, Grade 9, Secondary School Students
Boudadi, Nadia Azzouz; Gutiérrez-Colón, Mar – The EUROCALL Review, 2020
This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and…
Descriptors: Student Motivation, Learning Motivation, Databases, Meta Analysis
Marsa, Shella Septina; Kuspiyah, Hastuti Retno; Agustina, Eka – Journal of English Teaching, 2021
Kahoot! Game is one of the advancements in learning technology. It can facilitate and motivate the students for being active and understanding the content of the text. This study aimed to find out whether there is or not any significant difference between the students who are taught by using Kahoot! Game and the students who are taught by using a…
Descriptors: Games, Learning Motivation, Reading Comprehension, Reading Achievement
Watson, Anne Meeker – Brookes Publishing Company, 2022
Research shows that teaching sign language to all young children has a wide range of benefits, from enhancing social-emotional and preliteracy skills to supporting positive parent-child relationships. With "Sing & Sign for Young Children," early childhood professionals will have a fun, easy, and highly effective way to teach and…
Descriptors: Teaching Guides, Preschool Teachers, Singing, Sign Language