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Patiño, Azeneth; Ramírez-Montoya, María Soledad; Buenestado-Fernández, Mariana – Smart Learning Environments, 2023
This article focuses on empirically analyzing the final products designed by 147 academics from 11 countries who participated in an international open education movement workshop by answering the research questions "What are the techno-pedagogical components of the products designed by the participants to encourage the open educational…
Descriptors: Active Learning, Thinking Skills, Training, Case Studies
von Leipzig, Tanja; Lutters, Eric; Hummel, Vera; Schutte, Cornè – International Journal of Game-Based Learning, 2022
Dynamic personalization of learning trajectories that integrate different perspectives and variable scenarios is a viable way to improve the effectiveness and efficiency of training and education. Serious games offer a designated platform for this, by aggregating learner interactions, and using these to dynamically configure, adjust and tailor the…
Descriptors: Educational Games, Game Based Learning, Individualized Instruction, Instructional Design
Hem Chand Dayal; Krishan Kumar; Sashi Sharma – Mathematics Education Research Group of Australasia, 2024
Probability requires teaching approaches that allow children to predict, observe and experiment with concreate materials, games and simulations. In this study, we explored one teacher's beliefs and practices of teaching probability using game-based approaches. We employed a design-based research approach to explore how our case study teacher…
Descriptors: Foreign Countries, Probability, Teaching Methods, Statistics Education
Troy Meston; Julie Ballangarry; Harry Van Issum; Helen Klieve; Courtney Smith; Tasha Riley – Pedagogy, Culture and Society, 2025
This paper details the 'Deadly Gaming' pilot (DG). DG centred research has been designed to exploit the protective value of Indigenous culture, to nurture translational literacies (e.g., cultural capital, academic confidence, teamwork, problem solving, critical thinking, and 21st century skills) necessary for academic success in an urban…
Descriptors: Indigenous Knowledge, Indigenous Populations, Culturally Relevant Education, Cultural Capital
Esquivel, Christi H.; Wilson, Kelly L.; Garney, Whitney R.; McNeill, Elisa Beth; McMaughan, Darcy Jones; Brown, Sydney; Graves-Boswell, Taylor – American Journal of Sexuality Education, 2022
Game-based learning offers an interactive and effective way to teach health content and skills. This article discusses feasibility testing of "Using the Connect" ("UTC"), an innovative, game-based sexuality education program to evaluate its acceptability among youth. Utilizing mixed methods in a single case study design,…
Descriptors: Sexuality, Sex Education, Game Based Learning, Teaching Methods
Ardi, Priyatno; Rianita, Elvira – Teaching English with Technology, 2022
Student engagement is paramount for the success of EFL learning. This paper explores how the leverage of a game-based learning platform, Kahoot!, into EFL grammar learning and teaching boosted student engagement. One grammar lecturer and 22 English-major students participated in this qualitative case study. Data were obtained through observations,…
Descriptors: Learner Engagement, English (Second Language), Second Language Learning, Second Language Instruction
Kleinman, Erica; Shergadwala, Murtuza N.; Teng, Zhaoqing; Villareale, Jennifer; Bryant, Andy; Zhu, Jichen; Seif El-Nasr, Magy – Journal of Learning Analytics, 2022
Educational technology is shifting toward facilitating personalized learning. Such personalization, however, requires a detailed understanding of students' problem-solving processes. Sequence analysis (SA) is a promising approach to gaining granular insights into student problem solving; however, existing techniques are difficult to interpret…
Descriptors: Problem Solving, Learning Analytics, Decision Making, Educational Technology
Alonso-Fernández, Cristina; Martínez-Ortiz, Iván; Caballero, Rafael; Freire, Manuel; Fernández-Manjón, Baltasar – Journal of Computer Assisted Learning, 2020
Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with traditional (paper) prequestionnaires-postquestionnaires. We propose a combination of game learning analytics and data mining techniques to predict…
Descriptors: Case Studies, Teaching Methods, Game Based Learning, Student Motivation
Gök, Mustafa; Inan, Mevlüt – Journal of Research and Advances in Mathematics Education, 2021
Students' conceptual understanding and mathematical process skills can be improved through digital games in mathematics education. The starting point of this study is the idea of having students encounters this kind of environment. The study didactically describes the process of 6th-grade students' experiences of a digital game-based learning…
Descriptors: Game Based Learning, Mathematics Instruction, Mathematical Concepts, Concept Formation
Pereira, Audrey S.; Wahi, Monika M. – Online Learning, 2021
Research has established that "cognitive rehearsal," (CR) or the visualization of application of a behavioral response to a situation, can increase self-efficacy through vicarious experience, but is challenging to induce online. Online higher education curricula can include collaborative game-based learning (GBL) in the form or…
Descriptors: Role Playing, Game Based Learning, Cooperative Learning, Online Courses
Fombona, Javier; Fombona-Pascual, Alba; Vazquez-Cano, Esteban – Studies in the Education of Adults, 2023
This article shows the result of an international project from the European Commission, and it aimed to analyse 30 cases of effective European entities in the field of adult education, from Poland, Spain, Finland and Italy. The objective was to collect the best strategies that generate good employment and social inclusion results. The research…
Descriptors: Adult Education, Cross Cultural Studies, Social Integration, Employment Opportunities
Uçak, Esra – International Journal of Progressive Education, 2019
The present study aims to investigate the opinions of prospective science teachers about the use of QR codes in the teaching materials that they prepared in the "Instructional Technologies and Material Development" course. The study group consists of 38 (32 female, 6 male) 3rd-year prospective science teachers who attended the…
Descriptors: Instructional Materials, Science Teachers, Science Education, Foreign Countries
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
Meletiadou, Eleni – IAFOR Journal of Education, 2023
To prepare their students for the increasingly demanding workplace of the 21st century, business schools resort to using experiential learning techniques to make explicit connections between knowledge and experiences students already have, encouraging them to make their own interpretations. In this case study, 50 multilingual students participated…
Descriptors: Multilingualism, English (Second Language), Second Language Learning, Second Language Instruction
Coskun, Zeynep Nesrin; Mitrani, Cagla – Cypriot Journal of Educational Sciences, 2020
The aim of the study is to design an effective instruction build on the Dick and Carey Model and game-based learning that enables an undiagnosed language learner of dyslexia, facing problems in vocabulary acquisition to acquire a pre-defined number of vocabularies in a given time. The method of the curriculum development study is based on a case…
Descriptors: Instructional Design, Vocabulary Development, Game Based Learning, Teaching Methods
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