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Showing 1 to 15 of 17 results Save | Export
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Lester, Danielle; Skulmoski, Gregory J.; Fisher, Darren P.; Mehrotra, Vishal; Lim, Iris; Lang, Alexander; Keogh, Justin W. L. – British Journal of Educational Technology, 2023
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to…
Descriptors: College Faculty, Gamification, Game Based Learning, Teacher Attitudes
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Bae, Haesol; Feng, Chen; Glazewski, Krista; Hmelo-Silver, Cindy E.; Chen, Yuxin; Mott, Bradford W.; Lee, Seung Y.; Lester, James C. – TechTrends: Linking Research and Practice to Improve Learning, 2023
Because implementing and orchestrating collaborative problem-based learning (PBL) in K-12 classrooms requires teachers to manage multiple activities and access various teaching resources at the same time, this is an exceptionally complex task for designers to develop tools for orchestration support as well as for teachers to coordinate. The aim of…
Descriptors: Cooperative Learning, Problem Based Learning, Elementary Secondary Education, Teacher Attitudes
Hae Ryung Rinpoche Kim – ProQuest LLC, 2024
This study explored the dynamic interplay of social constructivism, game-based learning, and communities of practice in the context of teachers using Minecraft as an educational tool. This study used a teacher survey to collect insights from teachers who use Minecraft and are members of the Minecraft Teachers' Lounge. The research investigated how…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Surveys
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Kelly McLaughlin; Jasmine Davis; Miriam Gonzales; Celina Koh; Laura Taylor; Tara L. Crowell – Health Education Journal, 2024
Objective: Participating in an escape room is not just an entertainment but can also be a form of education. Because of this, the New Jersey Department of Health (NJDOH), Project Firstline (PFL) created an escape room interactive training tool and skills-building exercise to encourage the identification and use of key infection control principles…
Descriptors: Health Education, Interaction, Training Methods, Skill Development
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Kuznetsova, Maria; Gura, Dmitry; Vorona-Slivinskaya, Lubov – Journal of Information Technology Education: Research, 2023
Aim/Purpose: The main purpose is to study the experience of using virtual team building as a means of forming educational and research teams in the context of the development of online education and its effect among students and teachers of higher educational institutions. Background: Methods ensuring effective engagement of students in learning…
Descriptors: Cooperative Learning, Artificial Intelligence, Teamwork, Online Courses
Melissa Riley – ProQuest LLC, 2024
The purpose of this phenomenological study was to explore the adult students' perceptions of Game-Based Learning's mitigation of math anxiety in a STEM math course at a mid-sized university in Southeast Texas. The participants in this study included 11 students who identified as adult learners with math anxiety taught by the researcher in a STEM…
Descriptors: Student Attitudes, Game Based Learning, Mathematics Anxiety, Adult Students
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Rita Yeboah; Kwaku Darko Amponsah; Priscilla Commey Mintah; John Sedofia; Phyllis Bernice Kwarteng Donkor (Opare) – Education 3-13, 2025
This research explores how primary school teachers use games to enhance pupils' learning and development of conceptual knowledge. The study employs an illustrative case study design; data was collected through interviews with thirty (30) teachers who were selected using purposive sampling technique. Twenty teachers had some knowledge of game-based…
Descriptors: Foreign Countries, Game Based Learning, Teacher Attitudes, Mathematics Instruction
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Porat, Erez; Shamir-Inbal, Tamar; Blau, Ina – Journal of Computer Assisted Learning, 2023
Introduction: Virtual worlds (VWs) are immersive three-dimensional environments, accessible simultaneously to multiple users, and described as shared, simulated spaces, whose inhabitants represented as avatars. VWs enable freedom of expression. Using VWs in educational contexts requires a shift from teacher-centered instruction to facilitation of…
Descriptors: Teaching Methods, Computer Simulation, Elementary Secondary Education, Student Attitudes
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Tanase, Madalina – Journal of Pedagogical Research, 2020
Demographic data show an increasingly diverse student population in all urban settings. This contrasts with the teacher force, which is predominately middle class, female, monolingual, and of European ancestry. This discrepancy adds complexity to an already complex profession. To bridge this cultural gap, researchers advocate for a change in the…
Descriptors: Culturally Relevant Education, Secondary School Teachers, Mathematics Teachers, Science Teachers
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Motz, Vicki Abrams; Koneval, Timothy; Bennett-Toomey, Jill; Suniga, Rema G.; Connour, Jacqueline Runestad – HAPS Educator, 2019
Board games continue to increase in popularity and the pedagogical value of games has been repeatedly supported. Games keep students engaged and the level of engagement translates directly into time spent playing, and correspondingly, time spent reviewing course material. Therefore, game play is expected to result in greater student success.…
Descriptors: Anatomy, Physiology, Educational Games, Game Based Learning
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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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Warren, Scott; Najmi, Anjum; Beck, Dennis – Journal of Interactive Learning Research, 2019
There is evidence that video games can promote an inquiry-based and dynamic form of lifelong learning. For example, video games have been shown to support problem-solving processes, developing critical thinking skills, and foster the communication skills necessary for civic engagement. This study examined how scholarship is informed through…
Descriptors: Video Games, 21st Century Skills, Computer Literacy, Teaching Experience
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Abdullahi, Nimota Jibola Kadir; Adebayo, Tijani Abdulganiyu – Southeast Asia Early Childhood, 2019
This study investigated digitization in education system and management of early childhood care education in Nigeria. The objectives of this study are to determine the relationship between collaborative learning, game-based learning and management of early childhood care education in North-central, Nigeria. Two hypotheses were formulated and…
Descriptors: Foreign Countries, Early Childhood Education, Educational Technology, Technology Uses in Education
Bolstad, Rachel; McDowall, Sue – New Zealand Council for Educational Research, 2019
This report discusses the potential of games to support learning, and what innovative game-based (or "gameful") learning and teaching practices can look like in a range of New Zealand school settings. Over 2 years, we undertook fieldwork in 14 schools, interviewed 21 teachers and more than 100 students ranging from Year 3 to Year 13. We…
Descriptors: Foreign Countries, Game Based Learning, Educational Innovation, Educational Practices
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Mack Shelley, Editor; Omer Tayfur Ozturk, Editor – International Society for Technology, Education, and Science, 2024
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on April 27-30, 2024, in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, discuss theoretical and…
Descriptors: STEM Education, Second Language Learning, Second Language Instruction, English (Second Language)
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