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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
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
Haun, Phil; O'Hara, Michael – Journal of Political Science Education, 2022
This article describes a simple two-player game which illustrates basic concepts of brinkmanship, to include calculations of probability and expected outcomes, and risk-taking profiles. The game befits a single 50-minute class period with introduction, gameplay, and discussion. The game can supplement the study of conflict from classic Cold War…
Descriptors: Educational Games, Risk, Probability, Class Activities
Brackenbury, Tim; Kopf, Lisa – Perspectives of the ASHA Special Interest Groups, 2022
Purpose: Serious games and gamification are evidence-based forms of game-based learning that facilitate student/client instruction. Serious games are activities that directly incorporate educational content into games; gamification integrates characteristics of games into nongame activities. They both promote learning by increasing students'…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Communication Disorders
Oehme, Brooke – ProQuest LLC, 2023
The past few years have proven a need in higher education for tools that help educators and students maintain a flexible and highly adaptive approach to their coursework. Research into applied improvisation has shown that the improvisational mindset is beneficial to educational settings in this way, in part because of the way it encourages…
Descriptors: Creative Activities, Music Education, Law Related Education, Business Education
Shrager, Jeff – Journal of College Science Teaching, 2021
Practice effects are ubiquitous human phenomena that have been scientifically studied for over half a century. They are also among the most directly applicable psychological phenomenon, holding broad implications for any domain involving human expertise, and especially for education. Yet the details of how practice works to improve performance are…
Descriptors: Science Instruction, Teaching Methods, Class Activities, Educational Games
Elizabeth Caravella – Composition Forum, 2023
Responding to the call for embracing mêtis in the classroom, this piece puts scholarship on embodiment and emergent gameplay in conversation with one another to explore a potential means of cultivating "mêtic" intelligence in the composition classroom by empirically examining how the open world game "The Legend of Zelda: Breath of…
Descriptors: Rhetorical Theory, Rhetoric, Writing (Composition), Class Activities
Jones, Megan M.; Ritter, Lacey J. – College Teaching, 2020
This article describes and evaluates an in-class activity and discussion called "The Dating Game," which resembles the speed-dating process in modern, love-based societies. Activity effectiveness was analyzed through post-activity responses from students at three schools (N = 126) and course evaluations (N = 54). Data suggest this…
Descriptors: College Students, Dating (Social), Educational Games, Class Activities
Scanlan, Mark – Journal of Education for Business, 2022
This paper provides details on a classroom experiment that focuses on returns to foreign assets given uncertain future exchange rates. Students are assigned the role of foreign analysts and decide how much to invest abroad given their expectations about future exchange rates. The experiment allows students to practice calculating the returns to…
Descriptors: Undergraduate Students, Economics Education, Class Activities, Educational Experiments
Robbins, Thomas R. – Decision Sciences Journal of Innovative Education, 2019
This article describes a game used in an MBA-level operations management course to help students understand the concept of the learning curve. Student teams participate in an interactive, hands-on Lego assembly exercise, measuring their times through repeated trials after which they calculate their team's learning curve rate. The exercise is…
Descriptors: Business Administration Education, Masters Programs, Educational Games, Learning
Carattini, Stefano; Fenichel, Eli P.; Gordan, Alexander; Gourley, Patrick – Journal of Economic Education, 2020
"Cap and trade" is one of the most innovative policy options developed by environmental economists. By placing a cap on a social bad and allowing firms to buy and sell the right to generate it, policymakers combine government intervention with market-based incentives to improve welfare and internalize the externality. Such programs…
Descriptors: Economics Education, Conservation (Environment), Class Activities, Educational Games
Riley, Jen; Nicewicz, Kate – Marketing Education Review, 2022
Soft skills (active listening, attention to detail, avoiding technology-based distractions, etc.) are a growing need in today's workforce. Yet, finding the time, methods, and space within marketing classes can be a challenge. Faced with the task of teaching students not only how to function in their daily roles once in the workforce, the authors…
Descriptors: Age Groups, Teaching Methods, Creative Activities, Soft Skills
Plump, Carolyn M.; Meisel, Steven I. – Management Teaching Review, 2020
A constant challenge for faculty is to gain and to hold student interest so that substantive learning can occur. One way to achieve this is through the use of games. This article describes an escape room activity for the classroom that is modeled after commercial escape rooms. This fun, single-session team dynamics exercise can be used in an…
Descriptors: Game Based Learning, Learner Engagement, Retention (Psychology), College Students
Barseghyan, Gayane; Grigoryan, Aram – Journal of Economic Education, 2019
The authors develop a two-stage classroom experiment to illustrate convergence to long-run equilibrium in a market where price-taking firms are capacity-constrained. Once equilibrium in the first stage is established, capacity constraints are introduced by imposing discontinuities in the fixed costs of several firms. The experiment demonstrates…
Descriptors: Economics Education, Experiments, Class Activities, Microeconomics