Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Source
Education and Information… | 3 |
Author
Aurava, Riikka | 1 |
B. B. V. L. Deepak | 1 |
Dhananjay Singh Bisht | 1 |
Free, Nicholas | 1 |
Menendez, Hector M., III | 1 |
Meriläinen, Mikko | 1 |
Tedeschi, Luis O. | 1 |
Venkateswara Rao Tadiboyina | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Tests/Questionnaires | 2 |
Audience
Location
Finland | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Venkateswara Rao Tadiboyina; B. B. V. L. Deepak; Dhananjay Singh Bisht – Education and Information Technologies, 2024
Alphabet training of primary school students is an essential, but challenging activity. Alphabet knowledge is an important fundamental literacy skill which has been found to directly impact the future academic success of students. Game-based learning and the use of multimodal engagement activities have been found to be effective intervention…
Descriptors: Elementary School Students, Alphabets, Spelling Instruction, Educational Games
Free, Nicholas; Menendez, Hector M., III; Tedeschi, Luis O. – Education and Information Technologies, 2022
The lack of real-life experiences, such as handling livestock at a production facility (e.g., ranch), exists for a variety of reasons such as availability, liability, time, and cost, amongst others. As more students enter undergraduate animal science programs without prior exposure to animal handling, the necessity for more hands-on, real-life…
Descriptors: Educational Games, Animal Husbandry, Experiential Learning, Undergraduate Students
Aurava, Riikka; Meriläinen, Mikko – Education and Information Technologies, 2022
This article describes the expectations and experiences of young (16 to 19 year old) digital game jam participants (N = 34) who attend Finnish general upper secondary schools. Game jams are a form of game creation: events where games are made in co-operation. They are widely used in game design education and in addition, when participated…
Descriptors: Expectation, Secondary School Students, Adolescents, Foreign Countries