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Rhys Pritchard; Francis Dockerty – Curriculum Studies in Health and Physical Education, 2025
Since Bunker and Thorpe (1982. A model for the teaching of games in secondary schools. "Bulletin of Physical Education," 18(1), 5-8.) introduced Teaching Games for Understanding (TGfU), there has been a growing recognition of advocating approaches to pedagogy that addresses participant learning with games-based approaches (GBA)…
Descriptors: Elementary Education, Physical Education, Game Based Learning, Educational Theories
Musa Saimon; Zsolt Lavicza; Tony Houghton; Imam Rahmadi – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: The purpose of this study is to propose a model for integrating microgames in teaching primary Education for Sustainable Development (ESD) and illustrate the application of the proposed model in teaching integrated mathematics, arts, technology and language in primary ESD. Design/methodology/approach: The model was based on conceptual…
Descriptors: Sustainable Development, Elementary Education, Game Based Learning, Educational Games
Jessica L. Stellmann; Alexander E. Zambidis; Adam L. MacLean; Dieuwertje J. Kast – Connected Science Learning, 2024
The Joint Educational Project's (JEP) STEM Education Programs at the University of Southern California (USC) present an elementary-level curriculum centered on the science of stem cells in partnership with Dr. Adam MacLean, an Assistant Professor of Quantitative and Computational Biology at USC for the broader impacts of a National Science…
Descriptors: STEM Education, Elementary Education, Cytology, Biology
Kiliç, Ismail; Gürbüz, Özkan – African Educational Research Journal, 2022
The research aims to examine the effect of educational game activities on academic achievement in secondary school 5th -grade science lessons. The study group of the research consists of 71 5th-grade students studying at a public school in Turkiye in the 2017-2018 academic year. In the research, the pretest and post-test comparative design group,…
Descriptors: Foreign Countries, Elementary Education, Grade 5, Educational Games
Rachael Byrne; Regina Murphy; Francis Ward; Una McCabe – British Journal of Music Education, 2024
Playful practices have been linked to increased motivation, engagement, learning and skill development. However, limited research has explored what playful music learning might look like for primary schools, and how teachers might incorporate a range of playful music practices within their classrooms. Our conceptual model for playful music…
Descriptors: Music Education, Play, Skill Development, Learner Engagement
de la Fuente-Anuncibay, Raquel; Sapio, Nicola; Ortega-Sánchez, Delfín; Cuesta Gómez, José Luis – SAGE Open, 2023
The application of edutainment and gamification resources as complementary methodologies allows to reinforce and facilitate the internalization of learning, although there are hardly any studies that relate its use to the organizational culture of educational establishments. This research aims to assess the effectiveness of the…
Descriptors: Gamification, Elementary Education, Nutrition Instruction, Elementary School Teachers
Mildenhall, Paula; Sherriff, B.; Cowie, B. – Research in Science & Technological Education, 2021
STEM education has become a global priority as governments realise that there are important economic benefits if students engage in this interdisciplinary curriculum area. Less prominence has been given to the community benefits that STEM education can bring and even less attention has been given to the potential for children's learning of STEM to…
Descriptors: STEM Education, Interdisciplinary Approach, Teaching Methods, Elementary Education
Rahmadi, Imam Fitri; Lavicza, Zsolt; Arkün Kocadere, Selay; Houghton, Tony; Hohenwarter, Markus – Education and Information Technologies, 2022
Recent developments in educational technology have led to a renewed interest in the utilisation of user-generated microgames for facilitating learning. The advantages and disadvantages of microgames which have been voluntarily created, modified, shared and used by users on open learning platforms to support learning are not yet clearly understood.…
Descriptors: Educational Games, Educational Technology, Educational Benefits, Technology Uses in Education
Syamsul Ghufron; Nafiyah; Djuwari; Afib Rulyansah; Tiyas Saputri – Pegem Journal of Education and Instruction, 2024
This study attempts to analyze the innovation of learning media in elementary schools during the COVID-19 pandemic. This library and field research has the data collected from Google Scholar database concerning scientific articles about innovative learning media in elementary schools during the pandemic. The data were collected using the keyword…
Descriptors: Educational Media, Elementary Education, COVID-19, Pandemics
Araújo, Inês; Carvalho, Ana Amélia – Education Sciences, 2022
Although there is ample evidence that gamification can engage students in learning, it is less used than one would expect. This raises the question of the difficulties teachers face in planning and implementing gamification in their classes. What enables teachers' implementation of gamification? These questions were addressed through a case study,…
Descriptors: Gamification, Educational Games, Game Based Learning, Educational Technology
Yegorina, Darya; Armstrong, Inna; Kravtsov, Alexey; Merges, Kevin; Danhoff, Christine – Review of Education, 2021
Augmented reality (AR) technology has been gaining a meaningful position in the education sector with multiple subjects' application to support teaching and learning experiences. Thanks to the advancement of hardware and technological platforms it is becoming easier to adopt AR technology at schools. This study represents a systematic literature…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, STEM Education
Martens, Sherry; Crawford, Kathryn – Childhood Education, 2019
An important aspect of bringing innovation to education is supporting children's own innovative thinking. Teachers are finding that escape room activities can provoke children's wonder and determination to pursue their curiosity, which builds a foundation for innovators of the future.
Descriptors: Creative Teaching, Learning Activities, Inquiry, Teaching Methods
Belda-Medina, Jose; Calvo-Ferrer, José Ramón – Education Sciences, 2022
There is a good body of literature about digital-game-based language learning (DGBL), but research has mainly focused on students as game players rather than as future educators. This paper reports on a research conducted among 154 teacher candidates at a higher-education institution in Spain regarding the adoption of digital games in education.…
Descriptors: Computer Games, Game Based Learning, Preservice Teachers, Educational Games
Pflaumer, Nadine; Knorr, Nancy; Berkling, Kay – British Journal of Educational Technology, 2021
The study presented here was aimed at understanding how teachers go about appropriating technology from the iRead EU Horizon 2020 Project into the classroom. iRead provides an adaptive personalised literacy game called Navigo that is deployed in tablets and intended for regular usage in the elementary school classroom. In our case, the game was…
Descriptors: Foreign Countries, Literacy Education, Educational Games, Elementary Education
Vázquez-Vílchez, Mercedes; Garrido-Rosales, Dalia; Pérez-Fernández, Beatriz; Alicia Fernández-Oliveras, Alicia – Education Sciences, 2021
This paper explores the value of cooperative games in enhancing knowledge and generating pro-environmental engagement in students. For this, an educational board game related to global change was developed, validated, and subsequently evaluated using future primary school teachers. The board game was validated and evaluated in two phases. Phase I…
Descriptors: Cooperative Learning, Educational Games, Environmental Education, Preservice Teachers