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Göktepe Yildiz, Sevda; Göktepe Körpeoglu, Seda – Acta Didactica Napocensia, 2019
The choice of instructional strategies, methods and techniques used by teachers is important in terms of establishing an effective learning environment. The purpose of this study is to examine the most common methods teachers use in their lessons and the factors that influence their choice of methods by using game theory. Game theory has different…
Descriptors: Teaching Methods, Instructional Effectiveness, Game Theory, Direct Instruction
Nicholson, Scott – Childhood Education, 2018
Escape rooms are "live-action team-based games where players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal (usually escaping from the room) in a limited amount of time." Escape Rooms are one type of Escape Game, which are narrative-based challenges that use puzzles, tasks,…
Descriptors: Class Activities, Educational Games, Learner Engagement, Puzzles
Engerman, Jason A.; Hein, Robert J. – Educational Technology, 2017
Digital gaming communities are nuanced and developing. The eSports community has advanced in noticeable ways and represents the highest form of online competitive play for digital gaming environments. Due to the high stakes nature of eSports, its participants sit on the very edge of strategic planning boundaries and push the ceiling of…
Descriptors: Skill Development, Career Readiness, Computer Games, Athletics
Orosi, Greg – International Journal of Mathematical Education in Science and Technology, 2017
In this paper, we derive the result of the classical gambler's ruin problem using elementary linear algebra. Moreover, the pedagogical advantage of the derivation is briefly discussed.
Descriptors: Algebra, Problem Solving, Elementary School Mathematics, Probability
Scanlon, Dylan; MacPhail, Ann; Calderón, Antonio – Curriculum Studies in Health and Physical Education, 2019
Ireland is set to introduce an examinable physical education curriculum (Leaving Certificate Physical Education (LCPE)) in the final two years of post-primary school. A Physical Education Development Group (PEDG) were tasked with the responsibility of constructing the LCPE specification. This paper explores the LCPE curriculum development process…
Descriptors: Foreign Countries, Physical Education, Curriculum Development, Physical Education Teachers
Tarasenko, Larissa V.; Ougolnitsky, Guennady A.; Usov, Anatoly B.; Vaskov, Maksim A.; Kirik, Vladimir A.; Astoyanz, Margarita S.; Angel, Olga Y. – International Journal of Environmental and Science Education, 2016
A dynamic game theoretic model of concordance of interests in the process of social partnership in the system of continuing professional education is proposed. Non-cooperative, cooperative, and hierarchical setups are examined. Analytical solution for a linear state version of the model is provided. Nash equilibrium algorithms (for non-cooperative…
Descriptors: Professional Continuing Education, Game Theory, Models, Partnerships in Education
Jungck, John R. – PRIMUS, 2022
Finite Mathematics has become an enormously rich and productive area of contemporary mathematical biology. Fortunately, educators have developed educational modules based upon many of the models that have used Finite Mathematics in mathematical biology research. A sufficient variety of computer modules that employ graph theory (phylogenetic trees,…
Descriptors: Mathematics Instruction, Teaching Methods, Mathematical Models, Learning Modules
Fulton, Jared N. – Online Submission, 2019
Gamification is a term first coined early in the 21st century, and the application of its principles has been seen in the business world. Department stores, convenient stores, airlines, and credit card companies have implemented loyalty points to keep customers buying their products. From the business world, to the daily lives of students,…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Self Determination
Kingsley, Tara L.; Grabner-Hagen, Melissa M. – Reading Teacher, 2018
Gamification uses game elements such as quests, challenges, levels, and rewards to motivate and engage students in the classroom. Given the engagement that students feel during gameplay, it is sensible to include elements of game design to motivate students and create a space for comprehensive vocabulary instruction. Designing a gamified…
Descriptors: Vocabulary Development, Vocabulary Skills, Game Theory, Curriculum Design
Hautopp, Heidi; Ejsing-Duun, Stine – Electronic Journal of e-Learning, 2020
This study investigates how the use of visual facilitation and representations, e.g. visualisations and video productions, combined with peer-feedback sessions can create exploratory approaches to game design in online teaching. The article analyses an iterative game development process in an online learning context. The empirical data is…
Descriptors: Visual Aids, Visualization, Video Technology, Film Production
Fahim, Mansoor; Parsazadeh, Hossein – Policy Futures in Education, 2015
This study seeks to introduce a new lens through which applied linguistics might be better conceived of. Importantly enough, this lens has already found itself in a good many disciplines, but it can hardly ever be seen in language teaching. To this end, this paper has taken a stance akin to that of Larsen-Freeman, when for the first time…
Descriptors: Applied Linguistics, Second Language Learning, Social Problems, Game Theory
Unal, Zafer; Unal, Aslihan; Bodur, Yasar – Journal of Interactive Learning Research, 2020
Many preservice teachers find parental involvement theories, strategies and concepts they learn in university classrooms too abstract to help address parental involvement issues they encounter in schools. Case study method is one of the many approaches that have been used in teacher education programs to connect theory and practice. This study…
Descriptors: Preservice Teachers, Parent Teacher Cooperation, Parent Participation, Theory Practice Relationship
Canning, Steven; Betrus, Anthony – Educational Technology, 2017
This article is written in the first-person, from the perspective of Steven Canning, a SUNY Potsdam instructor of educational technology and part-time professional gamer, with contributions from Anthony Betrus, Professor of Educational Technology at SUNY Potsdam. The author delves deeply into the world of professional online gaming, or eSports,…
Descriptors: Educational Technology, Computer Games, Online Systems, Professionalism
Buck, Marc Fabian – Online Submission, 2017
The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification's aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light…
Descriptors: Educational Games, Computer Games, Teaching Methods, Learning Motivation
Tulloch, Rowan; Randell-Moon, Holly Eva Katherine – Review of Education, Pedagogy & Cultural Studies, 2018
"Gamification", a strategy whereby video game logics are applied to real world tasks, is rapidly gaining traction in education discourses, policies, and practices. Gamification advocates are frequently and prominently declaring the practice "the future of education" or education for the 21st century (Deardorff 2015; Frith 2017;…
Descriptors: Educational Games, Video Games, Politics of Education, Neoliberalism