Publication Date
In 2025 | 1 |
Since 2024 | 13 |
Since 2021 (last 5 years) | 27 |
Since 2016 (last 10 years) | 56 |
Since 2006 (last 20 years) | 93 |
Descriptor
Educational Games | 93 |
Interdisciplinary Approach | 93 |
Foreign Countries | 46 |
Teaching Methods | 34 |
Educational Technology | 23 |
Computer Simulation | 19 |
Design | 19 |
Instructional Design | 19 |
Student Attitudes | 19 |
Technology Uses in Education | 18 |
Cooperative Learning | 17 |
More ▼ |
Source
Author
Publication Type
Education Level
Audience
Teachers | 7 |
Researchers | 4 |
Administrators | 1 |
Students | 1 |
Location
Australia | 7 |
Brazil | 6 |
Germany | 6 |
United Kingdom | 6 |
Japan | 5 |
United States | 5 |
Canada | 4 |
Malaysia | 4 |
Pennsylvania | 4 |
South Africa | 4 |
Africa | 3 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Computer Attitude Scale | 1 |
Piers Harris Childrens Self… | 1 |
Social Skills Rating System | 1 |
What Works Clearinghouse Rating
Joel Roberts; Lise A. Johnson; Jonathan P. Dyhr – Advances in Physiology Education, 2024
The multidisciplinary nature of physiology requires students to acquire, retain, apply, and evaluate knowledge from different scientific disciplines. Optimal learning techniques, such as active learning, interleaving topics and conditions, and recall, can greatly enhance the speed and effectiveness with which students achieve this type of…
Descriptors: Undergraduate Students, Graduate Students, Physiology, Educational Games
Musa Saimon; Zsolt Lavicza; Tony Houghton; Imam Rahmadi – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The purpose of this study is to propose a model for integrating microgames in teaching primary Education for Sustainable Development (ESD) and illustrate the application of the proposed model in teaching integrated mathematics, arts, technology and language in primary ESD. Design/methodology/approach: The model was based on conceptual…
Descriptors: Sustainable Development, Elementary Education, Game Based Learning, Educational Games
Jin Wei-Kocsis; Moein Sabounchi; Gihan J. Mendis; Praveen Fernando; Baijian Yang; Tonglin Zhang – IEEE Transactions on Education, 2024
Contribution: A novel proactive and collaborative learning paradigm was proposed to engage learners with different backgrounds and enable effective retention and transfer of the multidisciplinary artificial intelligence (AI)-cybersecurity knowledge. Specifically, the proposed learning paradigm contains: 1) an immersive learning environment to…
Descriptors: Computer Security, Artificial Intelligence, Interdisciplinary Approach, Models
Chiapello, Laureline – Journal of Creative Behavior, 2022
Using a transdisciplinary approach, this paper shows how creativity studies and game design research can complement each other and open new research avenues. In order to study the role of creativity in game designers' practice, we first touch on the epistemological foundations of creativity studies and game design research. After presenting these…
Descriptors: Creativity, Interdisciplinary Approach, Epistemology, Content Analysis
Özer, Zeynep; Demirbatir, Rasim Erol – European Journal of STEM Education, 2023
STEAM is an interdisciplinary educational approach. Based on the idea that different disciplines can meet on a common ground, the STEAM approach aims to give students the habit of working together, to provide rich learning experiences and to focus on real-world problems. This study investigates STEAM-based digital learning applications used in…
Descriptors: STEM Education, Art Education, Music Education, Interdisciplinary Approach
Andrew M. Phelps; Christopher A. Egert; Mia Consalvo – International Journal of Designs for Learning, 2021
This article describes the educational, operational, and practical implementation of an upper-division undergraduate studio-style course centered on the subject of game production. Specifically, the article addresses the course organization and processes, the institutional context for the course (i.e., its situated role in the larger curriculum),…
Descriptors: Undergraduate Students, Video Games, Educational Games, Computer Software
Valeria Andreoni; Alice Richard – International Journal of Sustainability in Higher Education, 2024
Purpose: The purpose of this paper is to present the 2030 SDGs Game as a pedagogical tool for the promotion of interdisciplinary education. Based on the simulation of possible world outcomes for the year 2030, the game induces participants to reflect on the socioeconomic and environmental consequences of actions and facilitate the exploration of…
Descriptors: Interdisciplinary Approach, Sustainable Development, Foreign Countries, Teaching Methods
Gagan Bajaj; Ciraj Ali Mohammed; Soumendra Sahoo; Abhijit Datta; Dinesh Badyal; Tejinder Singh – Innovations in Education and Teaching International, 2024
Educators worldwide are seeking innovative teaching strategies for engaging remote learners. This study explores the impact of an online role-play on students' perceptions regarding Interprofessional education (IPE) and the usage of online role-play as a pedagogic approach. An online role-play for introducing fundamentals of IPE was organised as…
Descriptors: Graduate Students, Medical Students, Role Playing, Foreign Countries
Mellony Graven; Robyn Jorgensen – ZDM: Mathematics Education, 2024
We explore the potential of merging numeracy and literacy, through using number stories to stimulate mathematical engagement with young, marginalized learners in their communities. Our data emerges from the Family Maths Storytime Programme (FMSP) run in partnership with teachers in two South African schools. The FMSP conducted sessions with…
Descriptors: Numeracy, Story Reading, Foreign Countries, Minority Group Students
Schmitz, Marcel; Scheffel, Maren; Bemelmans, Roger; Drachsler, Hendrik – Journal of Learning Analytics, 2022
Learning activities are at the core of every educational design effort. Designing learning activities is a process that benefits from reflecting on previous runs of those activities. One way to measure the behaviour and effects of design choices is to use learning analytics (LA). The challenge, however, lies in the unavailability of an…
Descriptors: Learning Analytics, Instructional Design, Learning Activities, Decision Making
Zhai, Xiaoming; Haudek, Kevin C.; Shi, Lehong; Nehm, Ross H.; Urban-Lurain, Mark – Journal of Research in Science Teaching, 2020
This study develops a framework to conceptualize the use and evolution of machine learning (ML) in science assessment. We systematically reviewed 47 studies that applied ML in science assessment and classified them into five categories: (a) constructed response, (b) essay, (c) simulation, (d) educational game, and (e) inter-discipline. We compared…
Descriptors: Computer Assisted Testing, Science Tests, Essays, Simulation
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
Choi, Eunsun; Park, Namje – Journal of Curriculum and Teaching, 2022
Due to the influence of the COVID-19 pandemic, more older people are exposed to Information Technology(IT) in their daily lives. However, due to the lack of digital literacy capabilities of the elderly, it is difficult to use digital devices, making it difficult to live. Therefore, this paper outlined the impact of the digital divide on daily life…
Descriptors: Information Technology, Older Adults, Technology Education, Humanities Instruction
Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
Mildenhall, Paula; Sherriff, B.; Cowie, B. – Research in Science & Technological Education, 2021
STEM education has become a global priority as governments realise that there are important economic benefits if students engage in this interdisciplinary curriculum area. Less prominence has been given to the community benefits that STEM education can bring and even less attention has been given to the potential for children's learning of STEM to…
Descriptors: STEM Education, Interdisciplinary Approach, Teaching Methods, Elementary Education