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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
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
Mei-Shiu Chiu; Wee Tiong Seah; Hsin-Min Chen; I-Ping Wan – Education and Information Technologies, 2025
This study aims to identify teachers' selection/adoption of valuing pedagogy (VP) to implement an affect-focused mathematics teaching design with technological support. Valuing pedagogy is defined as teaching methods to address educational values and operationally defined as perceived, implemented, and received curricula, manifested by teacher…
Descriptors: Mathematics Instruction, Teaching Methods, Psychological Patterns, Technology Uses in Education
Jen Aggleton; Emily Mannard; Mona Humaid Aljanahi; Christian Ehret – Literacy, 2025
Research strongly supports the use of narrative videogames in the literacy/English classroom. However, for many teachers, incorporating videogames into their teaching practice is highly challenging. This article offers new insights into the potential of videogames as a pedagogical tool for literacy/English by exploring the barriers that teachers…
Descriptors: Teacher Attitudes, Technology Uses in Education, Video Games, Teaching Methods
Andrej Jerman Blažic; Borka Jerman Blažic – Education and Information Technologies, 2025
This paper presents a new developed methodology for teaching and learning subjects that although are very important in the modern digital society are neglected in high school education programs: cybersecurity and cyber safety. A Study among the EU high schools in 2021-2022 revealed that computer science teachers are not regularly upgrading their…
Descriptors: Computer Security, Technology Education, Computer Science Education, Electronic Learning
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
Sam von Gillern; Brady Nash – Technology, Knowledge and Learning, 2025
This scoping review examines scholarship on video games in prominent literacy journals between years 2000 and 2020. 32 articles met inclusion criteria for the study, including 15 articles on entertainment games and 17 articles on serious/educational games. Included articles were categorized by various attributes, including year of publication,…
Descriptors: Video Games, Educational Games, Literacy Education, Instructional Effectiveness
Nurah S. Alfares – International Journal of Game-Based Learning, 2025
Vocabulary is crucial for mastering English as a Foreign Language (EFL) skills. Digital Game-Based Learning (DGBL) platforms like Wordwall can enhance active learning by providing multiple-choice, missing, and matching words. The current study aimed to addresses the impact of the Wordwall platform on EFL learners in Saudi Arabia. This study…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Vocabulary Development
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
Turkan Mehraj Ismayilli; Khatira Mahammad Mammadova; Aysel Alakbar Asadova – Novitas-ROYAL (Research on Youth and Language), 2025
Speaking is a vital skill frequently used in education and social life and allows individuals to communicate with other people in their daily lives. Many factors influence the development of speaking skills. The teacher needs to consider these factors during the teaching process. This study examines the effect of games on speaking skills in…
Descriptors: Educational Games, Teaching Methods, Second Language Learning, Second Language Instruction
Mark Applebaum – European Journal of Science and Mathematics Education, 2025
Students often perceive mathematics as a challenging and abstract subject, leading to disengagement and anxiety. To address these challenges, educators have increasingly turned to math games as a pedagogical tool to make learning more interactive and enjoyable. This paper explores the potential of math games, particularly Bachet's game, as…
Descriptors: Preservice Teacher Education, Preservice Teachers, Mathematics Activities, Mathematics Education
Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
Gerardo Herrera; Lucía Vera; Patricia Pérez-Fuster; Arturo López-Fernández; Álvaro López; Ümit Savas-Taskesen; Nigel Newbutt – Educational Technology Research and Development, 2025
The increased availability of low-cost, standalone and immersive virtual reality (VR) can facilitate adoption in autism education. An immersive VR implementation of the individual work system (IWS) from the TEACCH® approach has the potential to be a safe and predictable environment for autistic learners with or without intellectual disability.…
Descriptors: Foreign Countries, Autism Spectrum Disorders, Students with Disabilities, Computer Simulation
Anna Bertram; Charlotte A. Clark; Kyle W. Galloway; Oscar Siles Bru¨gge; Andrew Nortcliffe – Journal of Chemical Education, 2025
We present the development and evaluation of "da Vinci's Curse", a chemistry escape room experience designed to consolidate laboratory skills in a fun and interactive setting. Inspired by the maestro, Leonardo da Vinci, the escape room challenges students to complete a series of puzzles in teams to escape "da Vinci's Curse".…
Descriptors: Educational Games, Science Education, Chemistry, Skill Development
Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
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