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Mortaza Zare; Joseph Stauffer; Mina Alinejadfarshi – Management Teaching Review, 2025
This article discusses the benefits of using "Mafia"--a fun, interactive, low-cost, and easy-to-learn role-playing game--to explore organizational behavior (OB) topics. We explain how "Mafia" can be used in the classroom to discuss OB topics, including dynamics of teamwork, disagreement and conflict, decision-making, trust,…
Descriptors: Experiential Learning, Educational Games, Role Playing, Administrator Education
Russo, James – Australian Primary Mathematics Classroom, 2023
This activity provides students with opportunities to practice addition strategies and explore probability in this adaptation of the classic probability game Greedy Pig. To play, you will need a 6-sided dice, a number chart, and a brown counter to represent the mouse, and a yellow counter to represent the cheese. The game is suitable for two or…
Descriptors: Mathematics Activities, Educational Games, Addition, Probability
Kevin J. Krajcir; Emily K. Field; Bradley Fultz; Robin Buff; Jim Gann; Lorin A. Neuman-Lee – American Biology Teacher, 2024
Biological interactions and associations underlie life's processes at every level of organization. Here, we present a classroom activity that allows students to visualize and understand the connections within almost any biological system, from cell functions to ecological relationships. We recommend that instructors implement this activity to…
Descriptors: Biology, Class Activities, Science Instruction, Visualization
Marivel Go; Rodolfo Golbin Jr.; Severina Velos; Johnry Dayupay; Wym Dionaldo; Feliciana Cababat; Miriam Bongo; Christos Troussas; Lanndon Ocampo – International Journal of Mathematical Education in Science and Technology, 2024
Technical skills related to basic mathematics in higher education have been a key foundation for further allied courses across primary programmes. While the traditional learning strategies appear to be inadequate to enhance the basic mathematics skills of university students, digital mathematical games pose the potential to improve such a set of…
Descriptors: Mathematics Skills, Educational Games, Class Activities, Computer Games
Haun, Phil; O'Hara, Michael – Journal of Political Science Education, 2022
This article describes a simple two-player game which illustrates basic concepts of brinkmanship, to include calculations of probability and expected outcomes, and risk-taking profiles. The game befits a single 50-minute class period with introduction, gameplay, and discussion. The game can supplement the study of conflict from classic Cold War…
Descriptors: Educational Games, Risk, Probability, Class Activities
Yuxin Chen – ProQuest LLC, 2023
Adapting to and participating in technology-enhanced classrooms is challenging for both students and teachers. An emerging need in K-12 STEM classrooms is to investigate how students and teachers use learning technology to engage and practice scientific inquiry. Recent researchers have focused on designing orchestration technology to assist…
Descriptors: Elementary Secondary Education, STEM Education, Educational Technology, Educational Games
Bonne, Linda; Higgins, Joanna – Cultural Studies of Science Education, 2022
The inclusion of games in mathematics programmes is widely believed to foster the enjoyment of mathematics. The focus of this paper is on fluctuations in emotional climate during the playing of whole-class mathematics games. A multimethod approach drawing on the sociology of emotions was employed to explore changes in the classroom emotional…
Descriptors: Educational Games, Mathematics, Emotional Response, Class Activities
Hermann Härtel – European Journal of Physics Education, 2021
The traditional treatment of the electric circuit in textbooks can be criticized in at least three respects: A) Knowledge of the global aspects of the electric circuit as a system is essential for a deeper understanding. However, this is not sufficiently emphasized. B) The presentation of the term "potential difference" or…
Descriptors: Energy, Class Activities, Science Instruction, Scientific Concepts
Priyan L. Jayamaha – International Journal of Technology in Education and Science, 2024
This study investigates the challenges of teaching history to primary school students and the endeavour to develop a board game, supported by educational apps and augmented reality, to enhance the learning experience. The initiative is in response to the New Zealand Ministry of Education's mandate that New Zealand's history must be taught in all…
Descriptors: Elementary School Students, Foreign Countries, Games, Class Activities
Brackenbury, Tim; Kopf, Lisa – Perspectives of the ASHA Special Interest Groups, 2022
Purpose: Serious games and gamification are evidence-based forms of game-based learning that facilitate student/client instruction. Serious games are activities that directly incorporate educational content into games; gamification integrates characteristics of games into nongame activities. They both promote learning by increasing students'…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Communication Disorders
Oehme, Brooke – ProQuest LLC, 2023
The past few years have proven a need in higher education for tools that help educators and students maintain a flexible and highly adaptive approach to their coursework. Research into applied improvisation has shown that the improvisational mindset is beneficial to educational settings in this way, in part because of the way it encourages…
Descriptors: Creative Activities, Music Education, Law Related Education, Business Education
Shrager, Jeff – Journal of College Science Teaching, 2021
Practice effects are ubiquitous human phenomena that have been scientifically studied for over half a century. They are also among the most directly applicable psychological phenomenon, holding broad implications for any domain involving human expertise, and especially for education. Yet the details of how practice works to improve performance are…
Descriptors: Science Instruction, Teaching Methods, Class Activities, Educational Games
Yasar, Hüseyin; Kiyici, Mubin – International Journal of Technology in Education and Science, 2021
In the present study, the studies conducted on educational games between 1965 and 2019 were analyzed to determine the trends in research based on the year of publication, topic, publication type, country, target audience and the concepts included in the study title. In the study, 7141 studies that were accessed with "educational games"…
Descriptors: Educational Games, Educational Trends, Educational History, Periodicals
Elizabeth Caravella – Composition Forum, 2023
Responding to the call for embracing mêtis in the classroom, this piece puts scholarship on embodiment and emergent gameplay in conversation with one another to explore a potential means of cultivating "mêtic" intelligence in the composition classroom by empirically examining how the open world game "The Legend of Zelda: Breath of…
Descriptors: Rhetorical Theory, Rhetoric, Writing (Composition), Class Activities
Jones, Megan M.; Ritter, Lacey J. – College Teaching, 2020
This article describes and evaluates an in-class activity and discussion called "The Dating Game," which resembles the speed-dating process in modern, love-based societies. Activity effectiveness was analyzed through post-activity responses from students at three schools (N = 126) and course evaluations (N = 54). Data suggest this…
Descriptors: College Students, Dating (Social), Educational Games, Class Activities