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Pill, Shane; Evans, John R.; Williams, John; Davies, Michael J.; Kirk, Mary-Anne – Sport, Education and Society, 2022
The "Australian Curriculum: Health and Physical Education" (Australian Curriculum, Assessment and Reporting Authority (2020a) requires all teachers to include Aboriginal and Torres Strait Islander peoples', culture and history where there is scope to meaningfully do so. However, there is a general absence in Australia and internationally…
Descriptors: Physical Education, Culturally Relevant Education, Foreign Countries, Indigenous Populations
Improving Early Childhood Emotional Intelligence through Traditional "Balogo" Games in Kindergartens
Manda, Darman; Fajriani, Kartika; Darmayanti, Dyan Paramitha – Education Quarterly Reviews, 2022
Emotional intelligence is a determinant of individual success. However, today's emotional intelligence is fading. Early childhood is the foundation for the development of individual potential and intelligence. Thus, the urgency needs to be taken special action. The focus of this research is to improve the emotional intelligence of early childhood…
Descriptors: Foreign Countries, Kindergarten, Young Children, Emotional Intelligence
Martin-Cruz, Natalia; Martin-Gutierrez, Adrian; Rojo-Revenga, Miguel – International Journal of Research & Method in Education, 2022
Methods for teaching higher education students how to learn teamwork skills are constantly evolving. Over the last few years, serious games have become popular in business schools for stimulating teamwork among students by making them focus on the game while pursuing a team objective. Among these games, LEGO® Serious Play has shown enormous…
Descriptors: Toys, Play, Teamwork, Cooperative Learning
Simon-Jones, L.; Jankoski, J. A. – Journal on Excellence in College Teaching, 2022
The effectiveness of embedding commercial video games into higher education humanities classrooms for the purpose of improving undergraduate students' analytical skills was examined through a single game case study. This collaborative study utilized the PlayStation game "Doki Doki Universe"™ to address methods of game implementation,…
Descriptors: Video Games, Humanities, Undergraduate Students, Academic Achievement
Yaccob, Nur Syafiqah; Rahman, Siti Fatimah Abd.; Mohamad, Syamsul Nor Azlan; Rahim, Azwin Arif Abdul; Rashid, Khadijah Khalilah Abdul; Aldaba, Abdulmajid Mohammed Abdulwahab; Yunus, Melor Md; Hashim, Harwati – Arab World English Journal, 2022
Modern trends lead to innovative technologies in education, including the birth of digital and gamified learning or gamification. In English language classrooms, meaningful teaching and learning are significant to developing students' English proficiency, focusing on linguistics and communicative competence. Various language activities and games…
Descriptors: English (Second Language), Second Language Instruction, Game Based Learning, Educational Games
Haarman, Susan – Philosophical Studies in Education, 2022
The efficacy of tabletop role-playing games (RPGs) as an educational and therapeutic asset in schools has been extensively studied, with many middle and high schools employing these games as extracurricular activities because of their positive impact around identity formation, empathy, and social skills. More recent iterations of tabletop RPGs are…
Descriptors: Role Playing, Game Based Learning, Teaching Methods, Story Telling
Thangjai, Natnaree; Worapun, Wittaya – Journal of Educational Issues, 2022
Inquiring learning characteristics are desirable learning behaviors that could lead to achievement in science education. The purpose of the study was to investigate the effectiveness of integrated 5E's of inquiring-based learning and game-based learning management on grade 7 students inquiring learning characteristics. The study was conducted in…
Descriptors: Inquiry, Active Learning, Grade 7, Secondary School Students
Predovic, Dolly; Dennis, John; Jones, Elspeth – Higher Education Research and Development, 2022
This study measures employability following domestic and international internships using a game based analytics tool to predict behaviors associated with employability skills. Exploratory Factor Analysis examined the underlying relationship between 33 behavioral descriptors, which measure skills such as diligence, leadership, learning agility,…
Descriptors: Internship Programs, Employment Potential, Game Based Learning, Evaluation Methods
Islam, Muhammad Nazrul; Hasan, Uzma; Islam, Fourkanul; Anuva, Shaila Tajmim; Zaki, Tarannum; Islam, A. K. M. Najmul – Journal of Educational Computing Research, 2022
The objective of this article is to design, develop, and evaluate an Internet of Things (IoT)-based serious gaming platform for children with autism spectrum disorder. The platform aims to improve the children's cognitive skills. To attain this research objective, first, a conceptual framework for developing the gaming platform was proposed. Then,…
Descriptors: Game Based Learning, Thinking Skills, Skill Development, Technology Uses in Education
Lei, Hao; Chiu, Ming Ming; Wang, Danyi; Wang, Chenxin; Xie, Tongwei – Journal of Educational Computing Research, 2022
This meta-analysis examines the effects of game-based learning (GBL), compared with traditional instructional methods, on the science achievement of students, ranging from primary school to university. Results from the 41 primary studies of 6256 participants showed heterogeneity among effect sizes. The random effects model results showed a…
Descriptors: Game Based Learning, Science Achievement, Meta Analysis, Elementary Secondary Education
Rizk, Nadya; McKenzie, Matt; Samrout, Marya – Teaching Science, 2022
Coding is a process often associated with computers. Nevertheless, coding is a thought process that can be mastered even without a computer. In NSW, primary students are introduced to computational and algorithmic thinking as early as Stage 1. Yet, teaching coding to young students is not always easy for teachers, mostly because the process is…
Descriptors: Programming, Computer Science Education, Computation, Thinking Skills
Kratochvíl, Tomáš; Vaculík, Martin; Procházka, Jakub; Hamari, Juho – International Journal of Game-Based Learning, 2022
Gamification is increasingly applied in contexts where personal performance is of importance. However, the psychological nature of their relation has not been thoroughly examined. The authors investigated how achievement-based gamification impacts attitudinal engagement and performance across 6 university courses. The authors created challenges…
Descriptors: Foreign Countries, College Students, Psychology, Political Science
Clausen, Jon M. – i.e.: inquiry in education, 2022
While teacher education candidates and faculty have improved their knowledge and skills with technology, challenges remain regarding their understanding of how to integrate technology effectively within their pedagogical practices. One solution is to provide models of purposeful technology integration within instruction that embeds digital…
Descriptors: Educational Technology, Technology Uses in Education, Preservice Teachers, Technology Integration
Fathurrohman, Maman; Nindiasari, Hepsi; Rahayu, Ilmiyati – Journal on Mathematics Education, 2022
This paper reported the design and development of a conventional and digital mathematical board game for use by students in learning arithmetic. At the time of research, there is no significant indication that a mathematical board game is available in scientific and published patent documentation. The availability of mathematical board games for…
Descriptors: Game Based Learning, Video Games, Curriculum Development, Arithmetic
Hu, Yue; Su, Chien-Yuan; Fu, Anna – Education and Information Technologies, 2022
In recent years, increased attention has been given to programming instruction for primary and secondary students. Several game-based programming learning platforms, such as Code.org, Lightbot, and Run Marco, have been created to offer enticing, enjoyable, and visualizable programming learning conditions that facilitate student interest and…
Descriptors: Game Based Learning, Programming, Computer Science Education, Student Attitudes