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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
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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
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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
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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
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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
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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