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Jennifer Morin; Sara Willox – Journal of Educational Technology Systems, 2024
Debriefing is a critical part of successfully implementing educational computer-based simulation games to maximize learning outcomes. Simulation game effectiveness, regarding exploring gaming characteristics and cognitive and affective impacts, has been thoroughly researched. However, debriefing is overlooked by some as time-consuming and…
Descriptors: Educational Games, Computer Simulation, Communication Strategies, Instructional Effectiveness
Rondy Yu; Aaron Haddock; Wesley A. Sims – Intervention in School and Clinic, 2024
The Good Behavior Game (GBG) is an interdependent group-oriented contingency management system successfully used in school settings to promote positive student behaviors. As a classroom management intervention, there is a large body of evidence for it increasing desirable classroom behaviors and decreasing problem behaviors across a range of…
Descriptors: Educational Games, Classroom Techniques, Functional Behavioral Assessment, Intervention
Lacy Skinner; Stephanie L. Coleman; Elizabeth Kenney – Contemporary School Psychology, 2025
As school psychologists help teachers plan and implement classroom behavior management interventions, teacher perspectives on these interventions are vital to consider. To better understand teacher perspectives on a well-established, effective intervention, this study analyzed teacher responses to the Good Behavior Game (GBG; Barrish et al.,…
Descriptors: Teacher Attitudes, Training, Coaching (Performance), Program Implementation
Torun, Berkay; Karakurt, Serdar; Aydin, Taha Bilal; Altunel, Yusuf – Turkish Online Journal of Educational Technology - TOJET, 2021
In this paper we present the result of our work on implementation of an interactive environment that can be used to develop adaptive games with animating characters. The environment is designed to run in design and run mode, whereas certain design mode characteristics are still applicable in run mode so that the player can enhance the game and…
Descriptors: Educational Games, Instructional Design, Computer Games, Computer Simulation
What Works Clearinghouse, 2023
Teachers can use a variety of classroom management practices to help foster a classroom environment in which all students can learn. "Good Behavior Game" is a specific classroom management strategy that aims to improve social skills, minimize disruptive behaviors, and create a positive learning environment. Teachers place students into…
Descriptors: Classroom Techniques, Positive Behavior Supports, Educational Games, Intervention
Tiemann, Rüdiger; Annaggar, Amany – Interactive Learning Environments, 2023
This paper proposes a framework for designing digital environments and illustrates this framework using the example of a video game (Alchemist). The increasing importance of digital environments for educational systems (e.g. for teaching and assessing twenty-first century skills) makes it necessary to have standards for their quality. These…
Descriptors: Video Games, Educational Games, Technology Uses in Education, Problem Solving
Rebecca S. Rivard – Journal of College Science Teaching, 2025
Escape rooms are collaborative puzzle solving activities that require the participants to utilize logical reasoning and teamwork. With a slight refocusing on previously acquired knowledge, escape rooms can also be used to test and promote learning of certain topics. This paper describes the development of a one-hour in-person STEM focused escape…
Descriptors: STEM Education, Problem Solving, Educational Games, Learner Engagement
Grasley-Boy, Nicolette M.; Gage, Nicholas A. – Journal of Behavioral Education, 2022
Inappropriate behaviors often occur in non-classroom settings, such as lunchrooms, due to the increased volume of students with fewer supervising adults. As such, there is a need for effective and efficient behavior management interventions that can be implemented in these environments. To address frequent disruptions in an urban elementary…
Descriptors: Behavior Modification, Urban Schools, Elementary School Students, Lunch Programs
Yang, Xiaotong; Rahimi, Seyedahmad; Fulwider, Curt; Smith, Ginny; Shute, Valerie – Educational Technology Research and Development, 2022
The current study investigated students' gameplay behavioral patterns as a function of in-game learning supports delivery timing when played a computer-based physics game. Our sample included 134 secondary students (M = 14.40, SD = .90) from all over the United States, who were randomly assigned into three conditions: receiving instructional…
Descriptors: Student Behavior, Educational Games, Game Based Learning, Problem Solving
Amelia Auchstetter; Eben Witherspoon; Oluchi Ozuzu; Jonathan Margolin; Lawrence B. Friedman – American Institutes for Research, 2023
The purpose of this study was to evaluate the implementation and impact of the Pack program. The Pack was developed by the New York Hall of Science (NYSCI) and includes a digital game and set of curricular and professional development resources that aim to support computational thinking teaching and learning in middle school science and computer…
Descriptors: Computation, Thinking Skills, Educational Games, Program Implementation
Iris Lim – Education and Information Technologies, 2024
Teaching soft skills like team dynamics and critical thinking in content-heavy higher education curriculum can be challenging. Employing educational escape rooms is a novel game-based learning strategy in various disciplines, including health sciences. Escape rooms provide the opportunity for a group to work together as they solve puzzles within a…
Descriptors: Neurosciences, Educational Games, Program Design, Program Implementation
Merle, James L.; Cook, Clayton R.; Pullmann, Michael D.; Larson, Madeline F.; Hamlin, Corinne M.; Hugh, Maria L.; Brewer, Stephanie K.; Duong, Mylien T.; Bose, Mahasweta; Lyon, Aaron R. – School Mental Health, 2023
Group-based didactic training is a cornerstone implementation strategy used to support the adoption and delivery of evidence-based prevention programs (EBPP) by teachers in schools, but it is often insufficient to drive successful implementation. Beliefs and Attitudes for Successful Implementation in Schools for Teachers (BASIS-T) is a…
Descriptors: Elementary School Teachers, Teacher Education, Consultation Programs, Program Implementation
Rulyansah, Afib; Ghufron, Syamsul; Nafiah; Akhwani; Mariati, Pance – Pegem Journal of Education and Instruction, 2023
Learning in the twenty-first century is becoming more dependent on the use of digital tools and interactive media. Teachers play a crucial role in creating game-based learning procedures and enhancing learning and motivation. The aim of this article is to determine what kinds of expertise educators could require to effectively use game-based…
Descriptors: Teacher Competencies, Game Based Learning, Educational Technology, Expertise
What Works Clearinghouse, 2023
Teachers can use a variety of classroom management practices to help foster a classroom environment in which all students can learn. "Good Behavior Game" is a specific classroom management strategy that aims to improve social skills, minimize disruptive behaviors, and create a positive learning environment. Teachers place students into…
Descriptors: Classroom Techniques, Educational Games, Intervention, Evidence Based Practice
Juanita Blackton; Alla McCaughey – English Teaching Forum, 2024
As the demand for opportunities to learn English grows throughout the world, parents and educators are looking for innovative ways to engage students in English-learning opportunities. Perhaps your school or municipality will seek to initiate an English Camp to be on trend with this growing need. Or perhaps, like many go-getter teachers, you wish…
Descriptors: English (Second Language), Second Language Instruction, Camps, Open Educational Resources
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