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Bérénice Lemoine; Pierre Laforcade; Sébastien George – Journal of Computer Assisted Learning, 2025
Background: Training the memorization of declarative knowledge requires the repetitive presentation of various forms of factual questions to learners. Educational games designed for this purpose should offer activities that are both tailored to individual learners and varied to prevent boredom. Whilst the Technology-Enhanced Learning (TEL)…
Descriptors: Educational Games, Design, Computer Science Education, Training
Rhys Pritchard; Francis Dockerty – Curriculum Studies in Health and Physical Education, 2025
Since Bunker and Thorpe (1982. A model for the teaching of games in secondary schools. "Bulletin of Physical Education," 18(1), 5-8.) introduced Teaching Games for Understanding (TGfU), there has been a growing recognition of advocating approaches to pedagogy that addresses participant learning with games-based approaches (GBA)…
Descriptors: Elementary Education, Physical Education, Game Based Learning, Educational Theories
Mortaza Zare; Joseph Stauffer; Mina Alinejadfarshi – Management Teaching Review, 2025
This article discusses the benefits of using "Mafia"--a fun, interactive, low-cost, and easy-to-learn role-playing game--to explore organizational behavior (OB) topics. We explain how "Mafia" can be used in the classroom to discuss OB topics, including dynamics of teamwork, disagreement and conflict, decision-making, trust,…
Descriptors: Experiential Learning, Educational Games, Role Playing, Administrator Education
Alanna L. Peebles; Maura N. Snyder – Communication Teacher, 2025
Higher education has witnessed a paradigm shift from the rapid rise of generative artificial intelligence (genAI). Basing its name on the television show, Are You Smarter Than a 5th Grader?, this single- class activity was designed to foster media literacy students' understanding of popular genAI tools. To compare and contrast the capabilities of…
Descriptors: Artificial Intelligence, Technology Uses in Education, Media Literacy, Digital Literacy
Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
Katerina Zacharia; Marientina Gotsis – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2025
This article presents the design, goals, and evaluation of "Enthralled" following the 2022 playtesting in three undergraduate Liberal Arts core courses. "Enthralled" draws on ancient Greek myths and the classical tragedy "Bacchae" by Euripides. As an immersive pedagogical intervention, "Enthralled" promotes…
Descriptors: Undergraduate Study, Educational Games, Classical Literature, Greek Civilization
Iago Rodrigues Agualuza; Silvana Morita Melo; Lina Garcés; Vânia de Oliveira Neves – Informatics in Education, 2025
Modern software companies prioritize high-quality products for competitiveness, and Software Process Improvement (SPI) models help achieve this. In Brazil, the Brazilian Software Process Improvement Model ("MPS-SW" model) is widely used, but its complexity and extensive documentation make it challenging to teach in undergraduate courses.…
Descriptors: Educational Games, Teaching Methods, Computer Science Education, Computer Software
Maura N. Snyder; Alanna L. Peebles – Communication Teacher, 2025
A core component of teaching media literacy involves students analyzing and reflecting on how they use media in their daily lives. In this hands-on activity, college students play social media privacy bingo. Each square represents a different type of private information that they might choose to share on social media. The instructor calls out…
Descriptors: Social Media, Teaching Methods, Media Literacy, Student Attitudes
Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
Matthew Bailly – Online Submission, 2025
This practitioner article presents a data-driven phonemic awareness intervention model designed for K-2 students in a rural Title 1 elementary school. The purpose of the project was to address foundational reading gaps among early learners, particularly in communities with limited preschool access, low graduation rates, and minimal family-school…
Descriptors: Elementary School Students, Kindergarten, Young Children, Grade 1
Adrian Curaj; Cezar Hâj; Cosmin Holeab; Irina Geanta; Alina Iura; Dorin Cote?; Oana ?în?ar – European Union, 2025
The present report overseen by the Executive Agency for Higher Education, Research, Development and Innovation Funding (UEFISCDI) on behalf of the European Commission and the European Education and Culture Executive Agency as part of the contract for the implementation of the European Digital Education Hub, is the third report in a series…
Descriptors: Foreign Countries, Educational Innovation, Electronic Learning, Educational Practices