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Kristian Kiili; Juho Siuko; Manuel Ninaus – Interactive Learning Environments, 2024
Misinformation and fake news are severe threats to society. The role of critical reading skills is crucial in the battle against misinformation. Despite the promising results of game-based interventions to mitigate the effects of misinformation, the corpus of research on games supporting critical reading skills needs an overview. Therefore, a…
Descriptors: Misinformation, Game Based Learning, Intervention, Reading Skills
Stuart Evans; Kellie Sanders – Strategies: A Journal for Physical and Sport Educators, 2024
Many high school students fear and dislike introductory biomechanics, which can add to the challenges physical educators face in teaching and supporting their students' learning. There is evidence that active and participative learning approaches can improve student engagement with and understanding of biomechanical concepts. This can be done by…
Descriptors: Game Based Learning, Biomechanics, High School Students, Learner Engagement
Kimberly A. Redman; Darunporn Honghern – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Darunporn Honghern; Kimberly A. Redman – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Hu, Bo; Ju, Xing-Da; Liu, Huan-Huan; Wu, Han-Qian; Bi, Chao; Lu, Chang – Cognitive Research: Principles and Implications, 2023
Misinformation affects various aspects of people's lives, such as politics, entertainment, and social interactions. However, effective intervention measures to combat misinformation are lacking. The inoculation theory has become a prevalent measure of misinformation. This study employed inoculation theory and developed an interactive game to help…
Descriptors: Game Based Learning, Visual Aids, Misinformation, Information Literacy
Alfaro-Ponce, Berenice; Patiño, Azeneth; Sanabria-Z, Jorge – Cogent Education, 2023
Education has undergone many changes in teaching and learning, intensified by the significant technological developments that have responded to the fourth industrial revolution and other emergent situations. In this context, developing information and communication technologies has become vital in supporting new ways and learning models in the…
Descriptors: Computation, Thinking Skills, Citizen Participation, Game Based Learning
Coelho, Franz; Abreu, Ana Maria – TechTrends: Linking Research and Practice to Improve Learning, 2023
Entertainment games have traditionally been articulated as leisure. However, they have also been used in the work context, in the form of serious games or gamification. In this qualitative research, we aimed to investigate the purpose of games used in the work context. To accomplish this, we conducted six semi-structured interviews and analyzed…
Descriptors: Game Based Learning, Gamification, Job Training, Work Environment
Karakus, Gülçin – Educational Considerations, 2023
This review presents how chess improves student abilities and underlines inferences about chess and its educational benefits. In this study, quantitative samples, experimental designs, or test scores of studies are not the main focus. Numerous empirical studies and limited review studies about chess instruction in the literature express the effect…
Descriptors: Games, Academic Ability, Instructional Effectiveness, Academic Achievement
Nyabando, Tsitsi; Facun-Granadozo, Ruth; Carr, Stephanie – Dimensions of Early Childhood, 2023
Engagement in play is vital for children to learn 21st-century skills, especially problem-solving, critical thinking, creativity, focused attention, and collaboration (Hillman et al., 2014; Singer, 2015; Yogman et al., 2018). These require developing executive functioning skills crucial for school readiness and success. Play fosters brain…
Descriptors: Play, Games, Elementary School Students, Global Approach
Cailyn N. Dougherty; Michelle Parker – English in Texas, 2023
Video games' popularity has continued to increase from their origins within a niche community to something engaged in by the general public. This field of literacy-making has a plethora of benefits to bridging skills both within and outside of the ELAR classroom for students of various backgrounds and skill sets, including language learners and…
Descriptors: Video Games, Literacy, Language Arts, Game Based Learning
Rodrigues, Luiz; Toda, Armando M.; Oliveira, Wilk; Palomino, Paula Toledo; Vassileva, Julita; Isotani, Seiji – IEEE Transactions on Learning Technologies, 2022
Personalized gamification explores user models to tailor gamification designs to mitigate cases wherein the one-size-fits-all approach ineffectively improves learning outcomes. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity to be done and geographic location), which leads to several…
Descriptors: Automation, Game Based Learning, Individualized Instruction, Attitudes
Segovia, Yessica; Gutiérrez, David – Strategies: A Journal for Physical and Sport Educators, 2022
Most of the materials published in relation to the Sport Education model have developed games and sports seasons. However, the potential of Sport Education has been tested with other content, such as fitness activities. The educational potential of Sport Education and motivational impact on students might make it an alternative to the traditional…
Descriptors: Physical Education, Athletics, Game Based Learning, Physical Activities
Bezio, Kristin M. S. – New Directions for Student Leadership, 2022
This article offers an overview and analysis of the ways in which first-person videogames can be effectively used in the leadership classroom. Specifically, videogames can be used to encourage students to develop the skills necessary both to analyze leadership and to begin to consider the ramifications of leadership decisions from the varying…
Descriptors: Video Games, Leadership Training, Decision Making, Game Based Learning
Jenkins, Daniel M.; Pickett, Meghan L. – New Directions for Student Leadership, 2022
This chapter explores strategies for using virtual games in leadership education. Pedagogical practices, examples, and connections to leadership learning frameworks, learning goals, and competencies are also included. Implications for practice such as intentional design, pairing with other instructional strategies, and debriefing are also…
Descriptors: Leadership Training, Game Based Learning, Computer Simulation, Computer Games
Karakoç, Berna; Eryilmaz, Kevser; Turan Özpolat, Esen; Yildirim, Ibrahim – Technology, Knowledge and Learning, 2022
The purpose of this study was to combine the results of the experimental studies conducted between the years of 2000-2018 examining the effect of game-based learning method on the academic achievement of students through a meta-analysis. In this study addressing the effect of game-based learning method on the academic achievement of students,…
Descriptors: Game Based Learning, Academic Achievement, Instructional Effectiveness, Meta Analysis