Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Business and Professional… | 1 |
International Journal of… | 1 |
Journal of Technology and… | 1 |
Physical Educator | 1 |
Reading Teacher | 1 |
Author
Ahamer, Gilbert | 1 |
Blanes, Ian | 1 |
Borrego, Carlos | 1 |
Fernández, Cristina | 1 |
Grabner-Hagen, Melissa M. | 1 |
Gubacs-Collins, Klara Dianna | 1 |
Kingsley, Tara L. | 1 |
Robles, Sergi | 1 |
Veltsos, Jennifer R. | 1 |
Publication Type
Journal Articles | 5 |
Reports - Descriptive | 5 |
Guides - Classroom - Teacher | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Secondary Education | 1 |
Audience
Teachers | 1 |
Location
Spain (Barcelona) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Kingsley, Tara L.; Grabner-Hagen, Melissa M. – Reading Teacher, 2018
Gamification uses game elements such as quests, challenges, levels, and rewards to motivate and engage students in the classroom. Given the engagement that students feel during gameplay, it is sensible to include elements of game design to motivate students and create a space for comprehensive vocabulary instruction. Designing a gamified…
Descriptors: Vocabulary Development, Vocabulary Skills, Game Theory, Curriculum Design
Veltsos, Jennifer R. – Business and Professional Communication Quarterly, 2017
Interest in gamification in higher education has been growing steadily in the past decade. Using games and game elements has been shown to increase student engagement, motivation, and autonomy. This article draws parallels between game elements, instructional design, and the teaching of business and professional communication. It suggests ways…
Descriptors: Business Communication, Instructional Design, Teaching Methods, Educational Games
Borrego, Carlos; Fernández, Cristina; Blanes, Ian; Robles, Sergi – Journal of Technology and Science Education, 2017
Real-life room-escape games are ludic activities in which participants enter a room in order to get out of it only after solving some riddles. In this paper, we explain a Room Escape teaching experience developed in the Engineering School at Universitat Autònoma de Barcelona. The goal of this activity is to increase student's motivation and to…
Descriptors: Computer Science Education, Educational Games, Learning Activities, Learning Motivation
Gubacs-Collins, Klara Dianna – Physical Educator, 2015
What constitutes appropriate practice in physical education? NASPE suggests the outcome of a physical education program should be that adolescents have gained the skills and knowledge to be physically active for a lifetime. Furthermore, a physically educated person consistently demonstrates responsible personal and social behavior in physical…
Descriptors: Physical Education, Daily Living Skills, Questioning Techniques, Teaching Methods
Ahamer, Gilbert – International Journal of Web-Based Learning and Teaching Technologies, 2013
This paper provides a concept and a notation for optimizing the design of social processes in gaming and learning for individuals, groups of individuals and society as a whole. Traditional approaches to the mapping and designing of the emerging social dynamics in a joyful, social education setting have fallen short of producing desirable results…
Descriptors: Concept Mapping, Games, Game Theory, Curriculum Design