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Alexander, Curby – International Journal of Game-Based Learning, 2019
One of the most important outcomes of pre-service teacher education isthe transition from assignmentoriented students to service-oriented education professionals. Faculty can assist in this process by cultivating professional educator dispositions within their courses. Gamification strategies can be an effective way to provide students with timely…
Descriptors: Games, Preservice Teacher Education, Preservice Teachers, Teacher Characteristics
Goldey, Katherine L.; Espinosa, Angel – Teaching of Psychology, 2021
Background: Many instructors use trivia-style review games to encourage self-testing, increase student engagement, and promote collaboration. However, most published examples of review games include trivia questions only, rather than activities that incorporate kinesthetic learning. Objective: We evaluate a review activity modeled after the game…
Descriptors: Psychology, Introductory Courses, Undergraduate Students, Student Attitudes
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
Hosseini, Hadi; Hartt, Maxwell; Mostafapour, Mehrnaz – ACM Transactions on Computing Education, 2019
Game-based learning has received significant attention in educational pedagogy as an effective way of increasing student motivation and engagement. The majority of the work in this area has been focused on digital games or games involving technology. We focus on the use of traditional game design in improving student engagement and perception of…
Descriptors: Game Based Learning, Computer Science Education, Learner Engagement, Higher Education
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
Grinias, James P. – Journal of Chemical Education, 2017
Online student-response systems provide instructors with an easy-to-use tool to instantly evaluate student comprehension. For comprehensive content review, turning this evaluation into a competitive game where students can compete against each other was found to be helpful and enjoyable for participating students. One specific online resource,…
Descriptors: Tests, Statistical Analysis, Computer Assisted Testing, Chemistry
York, James; deHaan, Jonathan William – International Journal of Game-Based Learning, 2018
This article provides information on an action research project in a low-level EFL setting in Japan. The project aims were to (1) foster spoken communication skills and (2) help students engage with their own learning. The project investigated the applicability of board games as a mediating tool for authentic communication as part of a wider TBLT…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Constructivism (Learning)
Barneva, Reneta P.; Kanev, Kamen; Kapralos, Bill; Jenkin, Michael; Brimkov, Boris – Journal of Educational Technology Systems, 2017
We place collaborative student engagement in a nontraditional perspective by considering a novel, more interactive educational environment and explaining how to employ it to enhance student learning. To this end, we explore modern technological classroom enhancements as well as novel pedagogical techniques which facilitate collaborative learning.…
Descriptors: Teaching Methods, Learner Engagement, Cooperative Learning, Technology Uses in Education
Henderson, David E. – Journal of Chemical Education, 2010
A simulation game is used to teach students in instrumental analysis courses to find the latest developments in the field, use the journal literature, and apply critical thinking to determine the relative importance of the work they find. They also learn about the business of chemical instruments and to make oral presentations. The competitive…
Descriptors: Critical Thinking, Information Literacy, Chemistry, Simulation
Wang, Carrie Lijuan; Ha, Amy – European Physical Education Review, 2009
This study aims to examine pre-service physical education (PE) teachers' perception of Teaching Games for Understanding (TGfU) in Hong Kong. Adopting a qualitative approach, 20 pre-service PE teachers (F = 8, M = 12) were recruited for individual semi-structured interviews. Most pre-service teachers responded that TGfU is beneficial for students…
Descriptors: Physical Education, Foreign Countries, Teaching Methods, Interviews
Persell, Caroline Hodges; Pfeiffer, Kathryn M.; Syed, Ali – Teaching Sociology, 2008
This paper arose from a larger study designed to explore what leaders in the field of sociology think are the most important goals and principles for students to understand after taking a college-level introductory course and how they teach those principles. A population of scholarly leaders in sociology was defined by various forms of peer…
Descriptors: Introductory Courses, Professional Associations, Sociology, Teaching Methods
Gonder, Jennifer, Ed.; Howell-Carter, Marya, Ed.; Anderson, Jessica, Ed. – Online Submission, 2013
Included herein is the conference proceedings of the 27th Annual Conference on the Teaching of Psychology: Ideas and Innovations, sponsored by the Psychology Department of the State University of New York at Farmingdale. The conference theme for 2013 was: The Science of Learning. The Conference featured a keynote address by Victor Benassi, Ph.D.…
Descriptors: Psychology, College Instruction, Conferences (Gatherings), Undergraduate Students
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games