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Barantes, Aureen Kate A.; Tamoria, Joseline R. – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2021
Science is regularly taught in ways that make the data unessential, theoretical, and disengaged from students' experiences. Although most students do anticipate to learn science, they regularly see it as being presented in uninteresting ways. This study aimed to determine the effectiveness of using LARO (Learners Active Response to Operant)…
Descriptors: Science Instruction, Science Activities, Biology, Instructional Effectiveness
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Reynolds, Eric D.; Fuchs, Richard W.; Johnson, Peter – International Journal of Computer-Assisted Language Learning and Teaching, 2021
The landscape of technology in language classrooms is changing so quickly that it's hard for us to keep pace. Games-based student response systems (GBSRS) in a bring-your-own-device environment have only recently become widely available for language classrooms; consequently, little research has been conducted into the efficacy of GBSRSs for…
Descriptors: Game Based Learning, Electronic Learning, Educational Technology, Vocabulary Development
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Brooks, Collin; McMullen, Jaimie – Strategies: A Journal for Physical and Sport Educators, 2021
The aim of this paper is to provide strategies for coaches to improve their ability to implement goal setting practices with groups or teams. First, an overview of effective goal setting practices is provided. Next, a three-step goal setting system is introduced to assist when setting goals with teams. Concrete examples from a variety of different…
Descriptors: Goal Orientation, Physical Education, Learner Engagement, Game Based Learning
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Clark, Renee; Spisso, Abra; Ketchman, Kevin J.; Landis, Amy E.; Parrish, Kristen; Mohammadiziazi, Rezvan; Bilec, Melissa M. – Journal of Civil Engineering Education, 2021
Recruitment, retention, and preparation of students in science, technology, engineering, and math (STEM) fields are critical to meeting the global challenges of the 21st century. Gamification--game playing concepts used in another activity--has been postulated as an active teaching strategy that engages students, encourages a sense of community,…
Descriptors: Gamification, Educational Games, Game Based Learning, STEM Education
Farber, Matthew – Peter Lang Publishing Group, 2021
Games enable children to practice emotions in spaces that are free from actualized consequences. With thoughtful guidance, games can help children manage emotions, perspective-take, demonstrate empathic concern, and exhibit prosocial behaviors. Emerging research suggests that these competencies--also known as social and emotional learning (SEL)…
Descriptors: Game Based Learning, Games, Play, Children
O'Brien, Nicole – ProQuest LLC, 2021
Background: Although there is some reported success in using gamification to improving engagement, others have critiqued that these video game like strategies are a mere "repackaging" of established classroom strategies. Many experiments with gamification, however, have only focused on those features that emphasize extrinsic rewards…
Descriptors: Educational Games, Video Games, Game Based Learning, Elementary School Teachers
Lance P. Rhodes – ProQuest LLC, 2021
The purpose of this quantitative, quasi-experimental study was to assess differences between US K-12 teachers who participated in digital game-based learning (DGBL) and those who participated in digital learning (DL), in terms of pre-/posttest gains in computational thinking (CT) and pre-/posttest changes in perceived usefulness (PU) and perceived…
Descriptors: Game Based Learning, Educational Games, Mental Computation, Thinking Skills
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Barbara Bruschi; Theofild-Andrei Lazar; Manuela Repetto; Fabiola Camandona; Melania Talarico; Damaris Baciu; Simone Zamarian – International Association for Development of the Information Society, 2024
This study presents an innovative approach to promoting the international attractiveness of the University of Turin (UniTo) through synergy with the University of the West Timi?oara in the "UNITorientA" project. In particular, the focus is developing a gamified virtual tour to offer students an interactive immersion in university spaces.…
Descriptors: Game Based Learning, Universities, Philosophy, Departments
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José Nunes da Silva Júnior; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; André Jalles Monteiro; Kimberly Benedetti Vega; Andrea Basso – Journal of Chemical Education, 2024
Research indicates that students frequently struggle to apply their knowledge of organic compounds' structural theory to understand the concepts related to resonance and learn to use curved arrows to write resonance structures. Educators have developed educational tools and methodologies to aid students in overcoming their learning difficulties.…
Descriptors: Design, Curriculum Implementation, Web Based Instruction, Educational Games
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Wannapiroon, Naphong; Pimdee, Paitoon – Education and Information Technologies, 2022
Qualitative and quantitative research methods were undertaken to examine and develop a digitally based virtual classroom learning environment (VCLE) for Thai undergraduate students' creative thinking and innovation enhancement in science, technology, engineering, arts, and math (STEM/STEAM) disciplines. The research methodology was divided into…
Descriptors: Undergraduate Students, Art Education, STEM Education, Foreign Countries
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Abdullah, Muhammad Ilyas; Inayati, Dian; Karyawati, Ninik Nurlaila – Journal of Education and Learning (EduLearn), 2022
Education sector is heavily affected by COVID-19 pandemic, leading to reduced learning motivation among students. Factors including dismal learning environment, stress, and anxiety are believed to be the reasons of students' lower motivation among students. This study investigated the use of Nearpod in an elementary school to improve student…
Descriptors: Learning Motivation, Elementary School Students, Game Based Learning, Distance Education
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Lee, Juhee – Education and Information Technologies, 2022
Grounded in game-based learning and problem-based learning, this study compared the effects of an augmented reality (AR) mobile game and a printed game on student engagement and attitudes toward foreign language learning. For this purpose, a narrative-driven, location-based AR mobile game was developed based on the analysis, design, development,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Undergraduate Students
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Inanç, Hasan Burak; Akkas Baysal, Emine – English Language Teaching Educational Journal, 2022
This study aimed to evaluate the research in the use of the gamification method in English language teaching. In this study, thirty-eight researches were evaluated. For this purpose, the Council of Higher Education National Thesis Center and Google Academic databases were used to reach research in the use of the gamification method in English…
Descriptors: Meta Analysis, Game Based Learning, Teaching Methods, English (Second Language)
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Zou, Tracy X. P.; Parker, Quentin A.; Hounsell, Dai – Journal of Higher Education Policy and Management, 2022
Implementing teaching enhancement is especially challenging when undertaken on a large-scale and with a range of participating institutions and stakeholders. This study sought to advance understanding of this under-researched area through cultural-historical activity theory, investigating four government-funded, cross-institutional teaching…
Descriptors: Institutional Cooperation, Teamwork, Participative Decision Making, Leadership Styles
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Al-Razgan, Muna; Alotaibi, Hind M. – Arab World English Journal, 2022
Considerable advances in the capabilities of modern mobile devices have enabled their use as powerful educational tools. Today, mobile learning games are widely used as creative platforms for teaching and learning, offering enjoyable and ubiquitous educational content. This study describes the design and evaluation of a mobile Arabic orthography…
Descriptors: Technology Integration, Handheld Devices, Educational Games, Spelling Instruction
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