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Justina Hui Ru Tan; Wee Han Ang; Maw Lin Foo – Journal of Chemical Education, 2022
Game-based learning has been shown to promote active learning. We have designed a card game termed CountQuest, played on the online platform Zoom, to facilitate the revision of the effective atomic number (EAN) concept for metal complexes previously taught in lectures. This game was played by undergraduate and graduate chemistry students during…
Descriptors: Game Based Learning, Videoconferencing, Electronic Learning, Science Instruction
Sale, R. Samuel – International Journal of Education and Development using Information and Communication Technology, 2022
In response to the increased prevalence of remote learning, and exhortation that educators adopt more experiential pedagogy, a methodology is presented to use a free, commercially available game to teach a variety of resource allocation problems in various disciplines. The use of games to provide experiential learning has been shown to increase…
Descriptors: Game Based Learning, Resource Allocation, Experiential Learning, Secondary School Students
Mark F. Thouin; William E. Hefley – Journal of Information Systems Education, 2024
The product owner role is one of three key roles in the Scrum software development process. Industry demand for product owners is growing exponentially, and educators need effective techniques for teaching students the knowledge, skills, and competencies required to be effective product owners. To address this need, this Teaching Tip describes how…
Descriptors: Computer Software, Experiential Learning, Computer Simulation, Graduate Students
Robinson, Melanie A.; Soublière, Jean-François; Agogué, Marine; Grégoire, Denis A.; Rua, Tuvana; Plourde, Yves – Decision Sciences Journal of Innovative Education, 2023
Most graduate programs in management require students to carry out a substantive research project. However, few management students have a comfortable command of the statistical techniques needed to realize such quantitative projects. This can lead to student anxiety and stress, which challenges instructors to devise ways to build students'…
Descriptors: Anxiety, Statistics Education, Graduate Students, Management Development
Morales-Almazan, Pedro – PRIMUS, 2022
This article explores the parallels between improvisational theater, commonly known as improv, and active teaching. Specifically, it focuses in the impact of improv techniques on instructor and teaching assistant professional development. The implementation of an active teaching seminar is analyzed, where improv techniques were used in developing…
Descriptors: Creative Activities, Drama, Teaching Methods, Faculty Development
van Esch, Chantal; Wiggen, Todd – Management Teaching Review, 2020
This article focuses on using the cooperative board game "Pandemic"® to teach management. In "Pandemic," players must work together to cure four diseases and save the world. In this article, we suggest how it can be used in the classroom to teach decision making and also give guidance on how the game can help students learn how…
Descriptors: Cooperative Learning, Game Based Learning, Business Administration Education, Decision Making
McBride, Cherise; Smith, Anna; Kalir, Jeremiah Holden – English Teaching: Practice and Critique, 2023
Purpose: The purpose of this paper is to re-center playfulness as a humanizing approach in teacher education. As teachers navigate the current moment of heightened control, surveillance, and systemic inequity, these proposed moves in teacher education can be transgressive. Rather than play as relegated to childhood or infancy, what does it look…
Descriptors: Play, Teacher Education Programs, Teaching Methods, Literacy Education
Craig D. Howard; John W. Baaki – International Journal of Designs for Learning, 2021
This article presents two similar design cases and a discussion of how like values resulted in dissimilar design moves. Both cases were gamified learning activities for graduate students in instructional design. Both interventions employed rapid prototyping and were delivered synchronously in an at-a-distance setting. This article compares the two…
Descriptors: Design, Instructional Design, Learning Activities, Graduate Students
Chuang, Ming-Ling – Management Teaching Review, 2020
Supply chain management (SCM) is a complex business discipline because it combines the concepts of forecasting, inventory management, logistics and distribution, vertical and horizontal integration, and global issues. This complexity creates a challenge when teaching the concepts to both undergraduate and graduate students. A web-based computer…
Descriptors: Supply and Demand, Computer Simulation, Web Based Instruction, Educational Games
Susan L. Stansberry; Scott M. Haselwood – International Journal of Designs for Learning, 2017
This design case includes the challenges, considerations, and decisions associated with the design, development, and delivery of a master's level educational technology course on teaching and learning with games and simulations. A master's level course, Digital Games and Simulations in the Classroom, faced redesign in order to add a gamification…
Descriptors: Game Based Learning, Teaching Methods, Simulation, Curriculum Development