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Vanda Santos; Piedade Vaz-Rebelo; Graça Bidarra – International Journal for Technology in Mathematics Education, 2023
The introduction of games as a teaching and learning strategy in the classroom is a pedagogical resource that presents excellent results, as it creates situations that allow the students to develop problem solving methods, stimulate their creativity and at the same time generate motivation. The theories of learning are used to describe the motives…
Descriptors: Educational Games, Learning Strategies, Teaching Methods, Problem Solving
Drew Polly; Luke T. Reinke; Madelyn W. Colonnese; Adrianne Blackwelder – Journal of Educational Research, 2025
This study examined a 6-week intervention in which fourth grade students either played fluency games or used pictorial flashcards to develop fluency with their basic multiplication facts. Students who played fluency games showed more growth than the pictorial flashcards, but an analysis of variance showed that there was no statistically…
Descriptors: Intervention, Visual Aids, Educational Games, Multiplication
Wei Yan – ProQuest LLC, 2023
Given the connection between problem-solving and computational thinking (CT), studying the connections between these two constructs is critical. This study focused on students' computational problem-solving strategies, specifically how they applied conditional logic to solve CT-related puzzles within a game-based learning environment called…
Descriptors: Problem Solving, Computation, Thinking Skills, Game Based Learning
Qing Yu; Kun Yu; Baomin Li – Education and Information Technologies, 2024
As gamification is introduced into education, researchers believe it has the potential to improve online learning. However, the effects of gamified online learning (GOL) are mixed. Is it more effective than online learning? Given that no meta-analysis analyzes the effectiveness of GOL. This meta-analysis explores the effects of GOL on students'…
Descriptors: Gamification, Electronic Learning, Educational Improvement, Instructional Effectiveness
Ceren Ester Karayel; Manuel Krug; Luisa Hoffmann; Canan Kanbur; Catherine Barth; Johannes Huwer – Journal of Chemical Education, 2023
Global challenges such as the COVID-19 pandemic highlight the need for visionary innovations in chemical education. We recently deigned a new learning environment called "ZuKon 2030", which addresses sustainability from a chemical perspective while simultaneously introducing students to the sustainable development goals (SDGs) of the…
Descriptors: Chemistry, Science Instruction, Teaching Methods, Sustainable Development
Orla Walsh; Conor Linehan; Christian Ryan – Autism: The International Journal of Research and Practice, 2025
There is increasing interest in the use of games to scaffold social skills training for autistic children and youth. However, there is no consensus on how to best approach their design, so that learning opportunities are maximised. This article presents a systematic scoping review of empirical studies that use games as social skills training for…
Descriptors: Autism Spectrum Disorders, Children, Adolescents, Late Adolescents
Bakhsh, Khuda; Hafeez, Muhammad; Shahzad, Shumaila; Naureen, Bushra; Faisal Farid, Muhammad – Journal of Education and e-Learning Research, 2022
Digital game-based learning strategy is now widely used in various fields such as education, marketing and advertising. This learning strategy has attracted great attention from scholars and practitioners in recent years due to its effectiveness in various educational fields. As more research studies favored the constructive impact of games on the…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learning Strategies
Mark Lauterbach; Marcy Zipke – Reading Teacher, 2024
Metalinguistic Awareness is the ability to consciously reflect on and manipulate language, from the level of the phoneme, to words, to whole phrases. Research has shown that engaging in metalinguistic activities can have a positive impact on reading. This article details some of the component skills of metalinguistic awareness (in this case,…
Descriptors: Elementary School Students, Elementary School Teachers, Metalinguistics, Language Skills
Sprenger, Marilee – ASCD, 2021
Your students may recognize the words determine, explain, and summarize in the above standard, but would they understand and be able to apply these concepts? Students encounter these and other academic vocabulary words throughout their school years, but too often, they don't have a firm grasp of these words' meanings or what skills they require.…
Descriptors: Vocabulary Development, Academic Language, Student Evaluation, Teaching Methods
Chen, Shing-lung; Liu, Yeu-Ting – Interactive Learning Environments, 2023
In the language learning literature, games often deal with foreign language vocabulary, but rarely with learning sentences, and barely with conversations. This study set out to examine the effects of game-based learning on foreign language learners' learning of sentences and discourse-level forms in the following settings: "learning with game…
Descriptors: Second Language Learning, Game Based Learning, Educational Games, Learning Motivation
Reilly Norum; Ji-Eun Lee; Erin Ottmar; Lane Harrison – British Journal of Educational Technology, 2024
Well-designed online educational games can improve students' math knowledge, skills and engagement; however, more research is needed to understand how to formatively assess components of students' mathematical understanding and learning as students solve problems in online educational games. In this study, we examined how 7th-grade students' (N =…
Descriptors: Educational Games, Computer Games, Student Evaluation, Mathematics Skills
Angela L. Mahaffey – HAPS Educator, 2024
This article details a 'puzzling' teaching and learning method to engage undergraduate nursing (BSN) and exercise sciences (BSES) students in physiology or medicine Nobel Prize-winning discoveries, while reviewing course material through the "Puzzling Physiology and Nobel Laureates" (PPNL) game. The qualitative evaluations of 117…
Descriptors: Undergraduate Students, Physiology, Nursing Education, Majors (Students)
Bojan Lazarevic; Maja Stojanovic; Jelena Pisarov; Nemanja Bojanic – Journal of Baltic Science Education, 2024
This study examined the impact on the motivation of students toward learning physics upon applying the Nikola Tesla Center (NTC) learning system. The research was conducted using a quasi-experiment with a pretest-posttest non-equivalent control group design. The participants considered were a large group of 1371 students, from various grades and…
Descriptors: Learning Motivation, Science Education, Physics, Science Instruction
Havva Yaman; Carla Sousa; Pedro Pinto Neves; Filipe Luz – Electronic Journal of e-Learning, 2024
In addition to being a fundamental part of human culture, games are also important for social interaction, personal growth, and development. These premises have led to a growing body of research on game-based learning (GBL) as a pedagogical advance in both formal and informal education. Even though GBL has many potential benefits, some challenges…
Descriptors: Game Based Learning, Educational Games, Teacher Attitudes, School Policy
Yang, Kai-Hsiang; Chen, Hsiao-Hua – Interactive Learning Environments, 2023
Many studies have confirmed that digital game-based learning can effectively improve students' learning motivation and that properly integrating learning strategies into digital games can effectively improve students' learning achievement. However, rare research has been considered the long-term effect of learning retention. In the current study,…
Descriptors: Active Learning, Learning Strategies, Electronic Learning, Game Based Learning
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