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Adams, Samantha P.; Du Preez, Ronel – Technology, Knowledge and Learning, 2022
The application of gamification for educational purposes has been widely reported with mixed results. Successful application, in most cases, is subjective and failures or mistakes are often downplayed when in reality, there is much to be learnt from these (failed) attempts. Despite the unique nature of each context and target audience,…
Descriptors: Learner Engagement, Game Based Learning, Learning Activities, Instructional Effectiveness
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Michael C. Melville; Chad Hershock; B. Reeja-Jayan – Advances in Engineering Education, 2024
Due to limited laboratory facilities and other constraints, many engineering students may not have the opportunity to engage with practical, hands-on learning experiences. Although some research suggests that game-based learning can provide students with these pedagogical benefits, much of that work does not directly assess the impact of such…
Descriptors: Video Games, Engineering Education, Visualization, Game Based Learning
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Ismail, Mohamad Izwan; Aazmi, Shafiq; Nazamuddin, Aisyah; Joseph, Stefanie Natasha Rich Anak; Hamid, Syahrul Bariah Abdul; Abdullah, Bahiyah; Daud, Suzanna – Asian Journal of University Education, 2022
Changes in antenatal gut microbiota (GM) have been associated with gestational diabetes and obesity which are influenced by diet and lifestyle. Gamification can be used as an interactive health education tool to convey this concept to the public. Thus, we designed an interactive story titled 'MoM: Microbiome of Maternity' highlighting the…
Descriptors: Curriculum Development, Curriculum Implementation, Role Playing, Game Based Learning
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Gonca Eren; Dilek Yaliz Solmaz; Dilruba Kurum Yapicioglu – Journal of Theoretical Educational Science, 2024
Although the written physical education curriculum is the same throughout the country, the implementation phase in schools differs from each other. Hence the purpose of this study is to examine the implementation process of the 5th-grade physical education and sports curriculum (2018) in different school contexts. Case study pattern was used. The…
Descriptors: Physical Education, Grade 5, Curriculum, Physical Education Teachers
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Fernández-Oliveras, Alicia; Espigares-Gámez, María José; Oliveras, María Luisa – Education Sciences, 2021
According to previous research, we consider it necessary to extend the use of games, as mediating elements, in the learning of STEAM (Science, Technology, Engineering, Arts and Mathematics) contents rejected by many students. For this, we have carried out an educational research project on games, with an ethnomathematical approach, since games are…
Descriptors: Curriculum Implementation, Play, Student Projects, Games
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Muñez, David; Lee, Kerry; Bull, Rebecca; Khng, Kiat Hui; Cheam, Fiona; Rahim, Ridzuam Abd – Journal of Educational Psychology, 2022
We explored the challenges, limitations, and potential effectiveness of a large-scale computerized working memory and numeracy intervention in the classroom with children at risk of mathematical learning disabilities (n = 428, M[subscript age] = 83.85 months, 41% female). Children were assigned to four different treatment protocols (working memory…
Descriptors: Short Term Memory, Numeracy, Mathematics Education, Intervention
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Avidov-Ungar, Orit; Hayak, Merav – International Journal of Game-Based Learning, 2021
This is a case study of innovative teaching that examined how 28 elementary school teachers in Israel perceived their implementation of digital game-based learning (DGBL) in their classrooms. The study involved teachers in Israel, who implement DGBL into their classroom teaching. Qualitative analysis of semistructured in-depth interviews with the…
Descriptors: Teacher Attitudes, Elementary School Teachers, Adoption (Ideas), Technology Integration
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Kaimara, Polyxeni; Fokides, Emmanuel; Oikonomou, Andreas; Deliyannis, Ioannis – Technology, Knowledge and Learning, 2021
?eachers seek to attract students' attention by demonstrating the relevance of learning content to daily activities and enhancing their students' self-esteem and satisfaction. In the digital world, an example of an innovative learning tool is digital games. Digital game learning (DGBL) is a smart pedagogical approach that utilises digital games.…
Descriptors: Barriers, Computer Games, Game Based Learning, Preservice Teachers
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Kamisli, Halil – International Journal of Curriculum and Instruction, 2019
This study aimed to explore primary school teachers' training needs in relation to game-based learning. This study used a survey research design. The sample consisted of 410 primary school teachers. A survey was developed in line with the purpose of the study. The data collected through open-ended questions were subjected to content analysis. The…
Descriptors: Elementary School Teachers, Teacher Education, Game Based Learning, Teaching Methods
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José Nunes da Silva Júnior; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; André Jalles Monteiro; Kimberly Benedetti Vega; Andrea Basso – Journal of Chemical Education, 2024
Research indicates that students frequently struggle to apply their knowledge of organic compounds' structural theory to understand the concepts related to resonance and learn to use curved arrows to write resonance structures. Educators have developed educational tools and methodologies to aid students in overcoming their learning difficulties.…
Descriptors: Design, Curriculum Implementation, Web Based Instruction, Educational Games
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Avdiu, Eliza – Educational Process: International Journal, 2019
Contemporary literature studies show constant changes in the world of learning and teaching, and over the years game-based learning has been considered one of the most effective ways to learn something new. The purpose of this research was to understand the teaching practices used in game-based learning, and its importance in the elementary school…
Descriptors: Game Based Learning, Foreign Countries, Teaching Methods, Elementary School Teachers
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Cinar, Sinan – Cypriot Journal of Educational Sciences, 2019
Young boys and girls make houses and beds from cloths and cartons for their dolls, erect shelters and fences for toy animals, build ramps and garages from blocks for toy cars, and lift objects using a rope and reel for having fun. Thanks to their experiences with such design-based games, children combine science with engineering and try to…
Descriptors: STEM Education, Engineering, Design, Curriculum Implementation
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Amr M. Mohamed; Tahany S. Shaaban; Hassen Alazhar Jmaiel – Journal of Attention Disorders, 2024
Objective: The purpose of this study was to examine the perspectives of English as a Foreign Language Special Education teachers (EFLSE) regarding game-based learning approaches for addressing behavioral disorders in ADHD patients. Method: The study involved a sample (n = 131) of EFLSE teachers who completed a questionnaire to determine how…
Descriptors: Special Education Teachers, English (Second Language), Teacher Attitudes, Game Based Learning
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Türk, Asena; Akcanca, Nur – Journal of Educational Leadership and Policy Studies, 2021
It is a controversial issue that magnetism is an interesting topic for children but also the concept is too abstract for the preschoolers. In this study, an action research is conducted that examines whether the designed intervention program based on STEM can be beneficial for 5-6 years old children to learn more about the specific features of the…
Descriptors: STEM Education, Kindergarten, Preschool Children, Curriculum Implementation