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Jankovic, Aleksandar; Lambic, Dragan – Journal of Baltic Science Education, 2022
The application of student response systems could have a lesser effect on the science education of younger students compared to the effects achieved with older students in language and social science courses. The aim of this research was to determine the effect of the application of Kahoot and Quizizz on the academic achievement of third grade…
Descriptors: Game Based Learning, Tests, Academic Achievement, Grade 3
Meriläinen, Merja; Piispanen, Maarika – International Electronic Journal of Elementary Education, 2022
Early foreign language teaching has recently been made compulsory in Finland, making this an area open to development and innovation where policy-makers and teachers play a significant role in creating new kinds of learning environments, operating cultures, and pedagogy for foreign language learning. This article discusses the early foreign…
Descriptors: Game Based Learning, Play, Authentic Learning, Second Language Learning
Ramli, Izzat Syahir Mohd; Maat, Siti Mistima; Khalid, Fariza – Cypriot Journal of Educational Sciences, 2022
Game-based learning has received increasing attention in recent years as it could help improve pupils' motivation, self-efficacy, and achievement. Technological innovations like learning analytics (LA) and GBL offer pedagogical support for teachers. GBL could significantly support pupils' learning as a learning approach compared to conventional…
Descriptors: Game Based Learning, Learning Analytics, Elementary School Mathematics, Cognitive Processes
Sanzana, Mirza Rayana; Abdulrazic, Mostafa Osama Mostafa; Wong, Jing Ying; Ng, Kher Hui; Ghazy, Shams – Journal of Applied Research in Higher Education, 2022
Purpose: This paper presents an educational virtual reality (VR) game and experiments with different methods of including it into the teaching process. The purpose of this research study is to discover if immersive VR games can be used as an effective pedagogical tool if blended with traditional lectures by assisting learning gain, memory and…
Descriptors: Lecture Method, Computer Simulation, Game Based Learning, College Students
Güdek, Bahar; Öziskender Flinn, Gülin; Kalkan, Sinan – International Online Journal of Education and Teaching, 2022
The research aims to determine the effect of movement and game-based music education on the musical (exercising dynamics, playing the body, singing) skills of students with moderate intellectual disability. Within the framework of this purpose, it was aimed to improve the musical dynamics application skills, body playing skills and singing skills…
Descriptors: Play, Teaching Methods, Music Education, Moderate Intellectual Disability
Figuccio, Michael Joseph; Johnston, Marla – Journal of Research in Innovative Teaching & Learning, 2022
Purpose: Kahoot! is a free e-learning tool that employs game-based learning which is often considered a best practice in education. The aim of the current study is to assess the effectiveness of Kahoot! in a child development course. Design/methodology/approach: Sections of child development were randomized in terms of review format prior to exams…
Descriptors: Educational Technology, Game Based Learning, Instructional Effectiveness, Grade Prediction
Cockrell, Susan R.; Harrison, Brandon M. Di Paolo; Davidson, Lesley; Brown, Pennye; Thayer, Jennifer; Meyer, Pamela Sharp – Journal of Instructional Pedagogies, 2022
This paper examines the use of Monopoly® accompanied by Microsoft Excel to assess whether an active learning activity has an impact on the DFW rates in an introductory financial accounting course. (The DFW rate is the percentage of students who earn a grade of D or F or withdraw (W) from the course.) A zero credit hour Monopoly® Lab (which…
Descriptors: Introductory Courses, Accounting, Game Based Learning, Computer Software
MacKeen, Jessica; Wright, Tarah; Séguin, Daniel; Cray, Heather – International Journal of Early Childhood Environmental Education, 2022
In this study, we use face and content validity to determine whether a modified game-based testing instrument is appropriate and relevant for quantifying preschool children's emotional, cognitive, and attitudinal affinity with nature. Six environmental psychology experts completed a questionnaire and subsequent interviews with three of them…
Descriptors: Psychometrics, Test Validity, Game Based Learning, Evaluation Methods
Daniel, Leah; Doyle, Tanya; Kaesehagen, Colleen – Education 3-13, 2022
The complex relationship between schools, parents and children surrounding mathematics homework is one that is yet to be fully resolved. In a contribution to reconfiguring mathematics homework, a take-home mathematics games kit focusing on multiplication was trialled with primary school children and their parents. Diary and interview data from…
Descriptors: Individualized Instruction, Mathematics Education, Homework, Family School Relationship
Kari Johnson Cook – ProQuest LLC, 2022
Gamification and game-based learning have been used in the educational setting as an active learning strategy to increase student engagement. This study investigated the extent of the effect of gamification and game-based learning on student engagement of online Allied Health students in the Cultural and Ethical Influences course at Northwestern…
Descriptors: College Students, Gamification, Learner Engagement, Student Attitudes
He´ctor Garci´a-Ortega; Chloe´ Lhardy; Jesu´s Gracia-Mora; Armando Mari´n-Becerra; Miguel Reina; Antonio Reina – Journal of Chemical Education, 2022
Educational games have consistently proved that they are valuable didactic instruments, which can contribute to teaching and learning in an enjoyable background. In organic chemistry courses, considerable effort has been made to encourage the learning of nomenclature, an important topic, often perceived as complex, boring, and unconnected to other…
Descriptors: Organic Chemistry, Educational Games, Foreign Countries, Universities
Ji-Eun Lee; Caroline Byrd Hornburg; Jenny Yun-Chen Chan; Erin Ottmar – Grantee Submission, 2022
This study investigated the effects of (1) proximal grouping of numbers; (2) problem-solving goals to make 100; and (3) prior knowledge on students' initial solution strategies in an interactive online mathematics game. In this game, students transformed an initial expression into a perceptually different but mathematically equivalent goal state.…
Descriptors: Problem Solving, Electronic Learning, Mathematics Activities, Game Based Learning
Ji-Eun Lee; Caroline Byrd Hornburg; Jenny Yun-Chen Chan; Erin Ottmar – Journal of Numerical Cognition, 2022
This study investigated the effects of: (1) proximal grouping of numbers; (2) problem-solving goals to make 100; and (3) prior knowledge on students' initial solution strategies in an interactive online mathematics game. In this game, students transformed an initial expression into a perceptually different but mathematically equivalent goal state.…
Descriptors: Problem Solving, Electronic Learning, Mathematics Activities, Game Based Learning
Olfa Tounsi; Anis Ben Chikha; Abdessalem Koubaa; Omar Trabelsi; Liwa Masmoudi; Haitham A. Jahrami; Cain C. T. Clark; Khaled Trabelsi; Mourad Bahloul – International Journal of Disability, Development and Education, 2025
The Good Behaviour Game (GBG) is an interdependent group contingency intervention, previously shown to be effective in managing students' behaviour across several studies. An ABAB withdrawal design was implemented to examine the effects of the GBG on the engagement and disruptive behaviours of 12 students diagnosed principally with a mild…
Descriptors: Students with Disabilities, Mild Intellectual Disability, Physical Education, Self Contained Classrooms
Amir Rastpour; Abraham Amini – Journal of Statistics and Data Science Education, 2025
We develop a spreadsheet-based game to illustrate fundamental statistical concepts in the first class of an undergraduate Statistics course to motivate students about the topics that they will learn in upcoming classes. This game has been implemented by Google Forms and Google Sheets and can be played in both online and in-person classes of small…
Descriptors: Game Based Learning, Mathematical Concepts, Statistics, Spreadsheets