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Petrikovicová, Lucia; Durinková, Adriána; Králik, Roman; Kurilenko, Victoria – European Journal of Contemporary Education, 2021
As part of the educational process, it is currently difficult for a teacher to engage students for the amount of information that is available all around us today. Therefore, it is necessary to choose appropriate methods and actively prepare various teaching aids that can motivate students, arouse interest in self-study and thus educate them. The…
Descriptors: Textbooks, Field Trips, Teaching Methods, Geography Instruction
Punyasettro, Santhanat; Yasri, Pratchayapong – European Journal of Educational Research, 2021
Understanding phylogenetic trees representing evolutionary relationships of living organisms is essential in school biology. Traditional instructions based on lectures and textbooks with pictorial presentations have been proven ineffective to promote students' understanding of the concept. This study, therefore, developed a game-based learning…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Biology
López-Serrano, Sebastián; Ruiz-Ariza, Alberto; De La Torre-Cruz, Manuel; Martínez-López, Emilio J. – South African Journal of Education, 2021
Recent studies and reviews have shown the positive effects of exergames (EXs) on physical activity (PA) and fitness in children and adolescents. Nevertheless, their effects on cognition have been scarcely explored, and no previous review has focussed on this relationship. The purpose of the research reported on here was to analyse the acute and…
Descriptors: Children, Adolescents, Game Based Learning, Video Games
Chang, Wei-Lun; Yeh, Yu-chu – Technology, Pedagogy and Education, 2021
This study proposed a game-based instruction approach by using bingo games and a mobile application to investigate its effects on motivation, knowledge sharing and critical thinking ability during the learning of information management. The participants were 86 undergraduate students who participated in an 18-week experimental instruction of…
Descriptors: Blended Learning, Game Based Learning, Teaching Methods, Computer Software
Blume, Carolyn – ELT Journal, 2021
Incorporating inclusive games and game-related tasks enables learners to explore issues of gender and sexuality in the EFL classroom, while simultaneously developing competences relevant specifically to language learning. Carefully selected and didactically prepared games and gaming activities that highlight marginalised genders and sexualities…
Descriptors: Inclusion, Computer Games, Game Based Learning, Classroom Techniques
Ly, Quang C. – Journal of Media Literacy Education, 2021
This study uses the concept of gamification to engage first-year students in the act of summary writing. The researcher argues that writing instructors should consider ways to gamify concepts in their curriculum to bring novelty and active involvement to course materials. The researcher uses Robson et al.'s (2015) mechanics, dynamics, and emotions…
Descriptors: Game Based Learning, Benchmarking, Competence, Personal Autonomy
Phan Hoang, Thu Thao; Kato, Takaaki – Applied Environmental Education and Communication, 2021
Sustainable waste management is an urgent issue in developing countries. This study describes how lectures and group games influence knowledge in waste management of fourth-grade elementary students whose development stage is thought to be effective concerning positive attitude shifts. We employed a control-treatment design and two schools were…
Descriptors: Sanitation, Wastes, Recycling, Urban Areas
Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
Johnson, Karlie Loren; Westbrooks, Kimberly – International Journal on Social and Education Sciences, 2021
From 2016-2019, Jacksonville State University (JSU) librarians embraced the call to incorporate increased active learning into traditional library information instruction. Librarians began this process by integrating the use of a scavenger hunt into the Houston Cole Library's new orientation tailgate event. Breakout EDU Escape Room kits with a…
Descriptors: Instructional Effectiveness, Nontraditional Education, Library Instruction, Academic Libraries
Russo, James; Russo, Toby; Bragg, Leicha A. – Mathematics Education Research Group of Australasia, 2021
Research examining teachers' decision making is abundant for pedagogical activities, yet a neglected area is the study of factors influencing teachers when selecting mathematical games. This article sheds light on the factors considered when teachers' select a specific game to use in their primary mathematics classroom. Data from 248 Australian…
Descriptors: Educational Games, Game Based Learning, Decision Making, Selection Criteria
Guzman-Jimenez, Rosario; Dhavit-Prem; Saldívar, Alvaro; Escotto-Córdova, Alejandro – Educational Technology & Society, 2023
Yupana Inca Tawa Pukllay (YITP) is a ludic didactic resource based on semiotic alternation that, using the reading of numbers in the Inca numeral system, improves its equivalent Indo-Arabic reading. Twelve children from first to fourth grade of a bilingual (Spanish-Quechua), multi-grade elementary school in a small rural Peruvian community were…
Descriptors: Semiotics, American Indians, American Indian Students, American Indian Languages
Ribeiro, Maria do Céu – Research in Social Sciences and Technology, 2019
This article focuses on analog and digital game play and the challenges it poses to future teachers in an educational context. For that, a review of the literature on the subject was made, addressing the theories of Piaget and Vygotsky. We refer to the game as a pedagogical resource, its relation to the teaching-learning process, and its role in…
Descriptors: Game Based Learning, Elementary School Students, Children, Skill Development
Rosmansyah, Yusep; Achiruzaman, Mohamad; Hardi, Ariq Bani – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This research proposed a 3D multiuser virtual learning environment (3DMUVLE) educational game design framework by combining ATMSG, ADDIE, E-Simulation, and 3D Open Simulator Technology Architecture. This paper focused on a case study of online training for food crops productivity data surveys. Background: The conventional online…
Descriptors: Virtual Classrooms, Educational Games, Computer Simulation, Data Collection
Poy, Raquel; García, Marcos – Education for Information, 2019
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones.…
Descriptors: High School Students, Game Based Learning, Video Games, Role Playing
Silva, Rui; Rodrigues, Ricardo; Leal, Carmem – Accounting Education, 2019
Flow theory is used in this article [Csikszentmihalyi, M. (1990). "The domain of creativity"] to determine whether gamified resources, named Accountingame and Marketingame, possess certain characteristics which, in the form of educational games, increase the performance of Portuguese undergraduate students attending Accounting (N = 816)…
Descriptors: Accounting, Marketing, Business Administration Education, Game Based Learning