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Al-Tarawneh, Mohammad Hasan – Journal of Education and Practice, 2016
This study aimed at investigating the effectiveness of educational games on scientific concepts acquisition by the first grade students. The sample of the study consisted of (53) male and female students distributed into two groups: experimental group (n = 26) which taught by educational games, and control group (n = 27) which taught by…
Descriptors: Scientific Concepts, Educational Games, Grade 1, Experimental Groups
Bajko, Robert; Hodson, Jaigris; Seaborn, Katie; Livingstone, Pamela; Fels, Deborah – Information Systems Education Journal, 2016
Gamification is an increasingly acceptable alternative to traditional classroom structures and practices that is based on the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and courses. While gamification in the classroom is not…
Descriptors: Undergraduate Students, Multimedia Materials, Social Media, Student Participation
An Effective Method of Introducing the Periodic Table as a Crossword Puzzle at the High School Level
Joag, Sushama D. – Journal of Chemical Education, 2014
A simple method to introduce the modern periodic table of elements at the high school level as a game of solving a crossword puzzle is presented here. A survey to test the effectiveness of this new method relative to the conventional method, involving use of a wall-mounted chart of the periodic table, was conducted on a convenience sample. This…
Descriptors: Puzzles, Secondary School Science, Chemistry, Teaching Methods
Chee, Yam San; Mehrotra, Swati; Liu, Qiang – Electronic Journal of e-Learning, 2013
Educational systems worldwide are being challenged to respond effectively to the digital revolution and its implications for learning in the 21st century. In the present new media age, educational reforms are desperately needed to support more open and flexible structures of on-demand learning that equip students with competencies required in a…
Descriptors: Citizenship Education, Educational Change, Educational Games, Governance
Chuang, Tsung-Yen; Chen, Wei-Fan – Educational Technology & Society, 2009
This experimental study investigated whether computer-based video games facilitate children's cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study explored the impact of the varied types of instructional delivery strategies on children's learning achievement. One major research null hypothesis was…
Descriptors: Video Games, Computer Assisted Instruction, Foreign Countries, Teaching Methods
Stewart, Alice C.; Black, Sylvia Sloan; Smith-Gratto, Karen; Williams, Jacqueline A. – International Journal of Learning and Change, 2007
Leadership is often described as something that is learned from experience. However, experiences do not often occur within a controlled environment where learning and its impact can be evaluated. In this paper, we investigate the efficacy of two types of learning experiences. University students received leadership training of equal length through…
Descriptors: Computer Simulation, Leadership Training, Program Effectiveness, Program Evaluation