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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Subhadip Senapati; Athavan Alias Anand Selvam – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2024
This study aims to assess the effect of experiential learning coupled with thinking-based learning (TBL) pedagogy in developing higher-order thinking skills. We utilized OLabs, a virtual lab, as a mode of experiential electronic-learning for the topic "chemical reactions." Online experimental activities, embedded with thinking-based…
Descriptors: Thinking Skills, Experiential Learning, Chemistry, Educational Technology
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Reza Rachmadtullah; Bramianto Setiawan; Andarmadi Jati Abdhi Wasesa; Jatu Wahyu Wicaksono; Rasmitadila – Journal of Education and e-Learning Research, 2023
The existence of digital technology is currently seen as a system that helps teachers satisfy the needs of their students. The utilization of technology facilitates teachers' ability to address students' low critical thinking abilities. Therefore, this research studied the utilization of Metaverse technology applications based on Science,…
Descriptors: Computer Simulation, STEM Education, Critical Thinking, Skill Development
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Dede, Chris; Grotzer, Tina A.; Kamarainen, Amy; Metcalf, Shari – Educational Technology & Society, 2017
Young people now must compete in a global, knowledge-based, innovation-centered economy; they must acquire not just academic knowledge, but also character attributes such as intrinsic motivation, persistence, and flexibility. To accomplish these ambitious goals, the National Research Council (2012) of the United States recommends the use of…
Descriptors: Teaching Methods, Middle School Students, Case Method (Teaching Technique), Vignettes
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Marino, Matthew T.; Tsurusaki, Blakely K.; Basham, James D. – Science Teacher, 2011
Have you ever bought a computer program that you thought would be great for your struggling students, only to find that it did not work on your school computers, or that your students found it difficult to use? Selecting science software for students with learning and other disabilities can be a challenge. This Idea Bank provides a list of…
Descriptors: Access to Computers, Computer Software, Educational Technology, Disabilities
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Akcaoglu, Mete; Kale, Ugur – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2016
Engagement in game design tasks can help preservice teachers develop pedagogical and technical skills for teaching and promoting critical thinking and problem-solving skills. Through the design process, preservice teachers not only exercise critical-thinking and problem-solving skills, but also learn about an instructional method to support their…
Descriptors: Games, Educational Games, Computer Games, Preservice Teachers
Ferderbar, Catherine A. – ProQuest LLC, 2013
To develop sustainable solutions to remediate the complex ecological problems of earth's soil, water, and air degradation requires the talents and skills of knowledgeable, motivated people (UNESCO, 1977; UNESCO, 2010). Researchers historically emphasized that time spent in outdoor, nature activities (Wells & Lekies, 2006), particularly with an…
Descriptors: Field Trips, Middle School Students, Sustainability, Environmental Education
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Adams, Jill – Middle School Journal (J1), 2012
Technological advances have created amazing opportunities for people throughout the world to access and share information. These opportunities have helped to create a generation of young adolescents who want to make the most of each minute of the day, seizing opportunities to seek information and communicate at the same time. This generation is…
Descriptors: Middle School Students, Technological Advancement, Influence of Technology, Critical Thinking