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Krishnan, Sunanthiny; Blebil, Ali Qais; Dujaili, Juman Abdulelah; Chuang, Sara; Lim, Angelina – Education and Information Technologies, 2023
As we enter a world of blended learning in higher education, an increased need for adaptation of teaching strategies to enhance engagement has been recognised to amplify learning outcomes online. Gamification has been identified as a creative tool to engage the current cohort of learners who are also characteristically tech-savvy. To this end,…
Descriptors: Educational Games, Pharmaceutical Education, Pharmacology, Game Based Learning
Roche, Anne; Gervasoni, Ann; Kalogeropoulos, Penelope – Mathematics Education Research Journal, 2023
This study explored the mathematics engagement of Australian primary students who currently struggle with mathematics learning and who participated in an intervention program. The research aimed to identify the elements that facilitated their engagement across three learning settings that they experienced concurrently: their "Extending…
Descriptors: Foreign Countries, Elementary School Students, Intervention, Program Effectiveness
Willmott, Taylor; Russell-Bennett, Rebekah; Drennan, Judy; Rundle-Thiele, Sharyn – Health Education & Behavior, 2019
Introduction: Game On: Know Alcohol, a school-based alcohol education program, aimed to educate adolescents on the harmful effects of (excessive) alcohol consumption. The program included two user-centered serious educational games, Perfect Pour and Dumb Driver. Purpose: To evaluate the objective effect of playing Perfect Pour and Dumb Driver on…
Descriptors: Alcohol Education, Comprehensive School Health Education, Adolescents, Drinking
Barwood, Donna; Smith, Sandra; Miller, Margaret; Boston, Julie; Masek, Martin; Devine, Amanda – Australian Journal of Teacher Education, 2020
The development of healthy eating habits in adolescents is challenging. Resultantly, health educators are turning to digital devices to engage young people in nutrition education. This paper focuses on the development and evaluation of a computer game (Test Game B) to support healthier food choices. Test Game B was developed at an Australian…
Descriptors: Foreign Countries, Eating Habits, Adolescents, Nutrition Instruction
Veblen, Kari K.; Kruse, Nathan B.; Messenger, Stephen J.; Letain, Meredith – International Journal of Music Education, 2018
This study considers children's informal musicking and online music teaching, learning, playing, and invention through an analysis of children's clapping games on YouTube. We examined a body of 184 games from 103 separate YouTube postings drawn from North America, Central and South America, Europe, Africa, Asia, Australia, and New Zealand.…
Descriptors: Educational Games, Music Activities, Music Education, Video Technology
Jones, Oliver A. H.; Spichkova, Maria; Spencer, Michelle J. S. – Journal of Chemical Education, 2018
Mobile technology is increasingly prevalent in higher education. Chemistry-related software applications (apps) on touchscreen computers are emerging as a popular platform in many areas, including in the chemistry classroom. In this work, a new game-based app designed for hand-held and portable touch-controlled devices is presented. Chirality-2…
Descriptors: Telecommunications, Handheld Devices, Chemistry, Science Instruction
Michelle Torok; Victoria Rasmussen; Quincy Wong; Aliza Werner-Seidler; Bridianne O'Dea; John Toumbourou; Alison Calear – Australian Journal of Education, 2019
Childhood emotional and behavioural problems can indicate a higher risk of developing mental illness in adolescence and beyond. Schools provide an appropriate setting in which to deliver universal preventions to improve well-being and protect against early risks for mental health disorder. However, interventions can often be difficult to implement…
Descriptors: Emotional Problems, Behavior Problems, At Risk Persons, Mental Disorders
Fleischmann, Katja; Ariel, Ellen – Contemporary Educational Technology, 2016
Understanding and trouble-shooting microscopic processes involved in laboratory tests are often challenging for students in science education because of the inability to visualize the different steps and the various errors that may influence test outcome. The effectiveness of gamification or the use of game design elements and game-mechanics were…
Descriptors: Science Instruction, Science Laboratories, Science Education, Educational Games
Miller, Andrew; Christensen, Erin; Eather, Narelle; Gray, Shirley; Sproule, John; Keay, Jeanne; Lubans, David – European Physical Education Review, 2016
The primary objective of this study was to evaluate the efficacy of a pilot intervention using a game-centered approach for improvement of physical activity (PA) and physical education (PE) outcomes simultaneously, and if this had an impact on enjoyment of PE. A group-randomized controlled trial with a 7-week wait-list control group was conducted…
Descriptors: Foreign Countries, Physical Education, Physical Activities, Educational Games
O'Rourke, John; Main, Susan; Hill, Susan M. – Australian Journal of Teacher Education, 2017
In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year four/five classrooms to develop student automaticity of mathematical calculations. The automaticity of mathematical calculations was compared for those students using the HGC and those being taught using traditional teaching methods. Over a school…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Video Games
Seethamraju, Ravi – Journal of Information Systems Education, 2011
The sophistication of the integrated world of work and increased recognition of business processes as critical corporate assets require graduates to develop "process orientation" and an "integrated view" of business. Responding to these dynamic changes in business organizations, business schools are also continuing to modify…
Descriptors: Foreign Countries, Feedback (Response), Curriculum Design, Learning Strategies
McNeill, Michael C.; Fry, Joan M.; Wright, Steven C.; Tan, Clara W. K.; Rossi, Tony – Physical Education and Sport Pedagogy, 2008
Background: A paradigm shift in educational policy to create problem solvers and critical thinkers produced the games concept approach (GCA) in Singapore's Revised Syllabus for Physical Education (1999). A pilot study (2001) conducted on 11 primary school student teachers (STs) using this approach identified time management and questioning as two…
Descriptors: Student Teachers, Elementary Schools, Secondary Schools, Physical Education Teachers
Novotna, Jarmila, Ed.; Moraova, Hana, Ed.; Kratka, Magdalena, Ed.; Stehlikova, Nad'a, Ed. – International Group for the Psychology of Mathematics Education, 2006
This document contains the second volume of the proceedings of the 30th Annual Conference of the International Group for the Psychology of Mathematics Education. Conference presentations are centered around the theme "Mathematics at the Centre." This volume features 60 research reports by presenters with last names beginning between Abr…
Descriptors: Program Effectiveness, Foreign Countries, Middle Schools, Textbooks