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Mortaza Zare; Joseph Stauffer; Mina Alinejadfarshi – Management Teaching Review, 2025
This article discusses the benefits of using "Mafia"--a fun, interactive, low-cost, and easy-to-learn role-playing game--to explore organizational behavior (OB) topics. We explain how "Mafia" can be used in the classroom to discuss OB topics, including dynamics of teamwork, disagreement and conflict, decision-making, trust,…
Descriptors: Experiential Learning, Educational Games, Role Playing, Administrator Education
Kevin J. Krajcir; Emily K. Field; Bradley Fultz; Robin Buff; Jim Gann; Lorin A. Neuman-Lee – American Biology Teacher, 2024
Biological interactions and associations underlie life's processes at every level of organization. Here, we present a classroom activity that allows students to visualize and understand the connections within almost any biological system, from cell functions to ecological relationships. We recommend that instructors implement this activity to…
Descriptors: Biology, Class Activities, Science Instruction, Visualization
Marivel Go; Rodolfo Golbin Jr.; Severina Velos; Johnry Dayupay; Wym Dionaldo; Feliciana Cababat; Miriam Bongo; Christos Troussas; Lanndon Ocampo – International Journal of Mathematical Education in Science and Technology, 2024
Technical skills related to basic mathematics in higher education have been a key foundation for further allied courses across primary programmes. While the traditional learning strategies appear to be inadequate to enhance the basic mathematics skills of university students, digital mathematical games pose the potential to improve such a set of…
Descriptors: Mathematics Skills, Educational Games, Class Activities, Computer Games
Alanna L. Peebles; Maura N. Snyder – Communication Teacher, 2025
Higher education has witnessed a paradigm shift from the rapid rise of generative artificial intelligence (genAI). Basing its name on the television show, Are You Smarter Than a 5th Grader?, this single- class activity was designed to foster media literacy students' understanding of popular genAI tools. To compare and contrast the capabilities of…
Descriptors: Artificial Intelligence, Technology Uses in Education, Media Literacy, Digital Literacy
Priyan L. Jayamaha – International Journal of Technology in Education and Science, 2024
This study investigates the challenges of teaching history to primary school students and the endeavour to develop a board game, supported by educational apps and augmented reality, to enhance the learning experience. The initiative is in response to the New Zealand Ministry of Education's mandate that New Zealand's history must be taught in all…
Descriptors: Elementary School Students, Foreign Countries, Games, Class Activities
Rachael Byrne; Regina Murphy; Francis Ward; Una McCabe – British Journal of Music Education, 2024
Playful practices have been linked to increased motivation, engagement, learning and skill development. However, limited research has explored what playful music learning might look like for primary schools, and how teachers might incorporate a range of playful music practices within their classrooms. Our conceptual model for playful music…
Descriptors: Music Education, Play, Skill Development, Learner Engagement