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Triinu Jesmin; Kairi Osula; Katrin Niglas; Tobias Ley – Technology, Knowledge and Learning, 2025
Several positive effects of the use of games in classroom teaching have been reported. However, in order to make game-based learning effective, teachers' current practices, their concerns and support mechanisms need to be better understood. This study collected data through an online survey from almost 1300 Estonian teachers about their game use…
Descriptors: Foreign Countries, Classroom Environment, Game Based Learning, Teaching Methods
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Richardson, Deborah South; Bledsoe, Robert S.; Manning, Kailea – College Teaching, 2023
The authors' scholarly reflective narrative addresses the rewards and challenges of an immersive experiential active learning pedagogy. They ask, "was it worth it?" for students and for themselves. Although research evidence makes it clear that active learning benefits student learning and engagement, designing a course to incorporate…
Descriptors: Active Learning, Learner Engagement, College Faculty, College Students
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A. Pradheepa; K. Gurusamy; T. Pushpanathan – Australian Journal of Applied Linguistics, 2025
This meta-analysis aims to investigate gamification's impact on improving tertiary-level second-language learners' lexical repertoire. Forty-seven peer-reviewed works were evaluated for this analysis. The analysis focused on determining the effectiveness of gamified learning environments in the context of improving vocabulary and learning and…
Descriptors: Meta Analysis, Game Based Learning, Second Language Learning, Second Language Instruction
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Yip Chin Chin; Chua Kah Heng – Malaysian Online Journal of Educational Sciences, 2024
Learning the periodic table of elements can pose a challenge for students due to the complex organization and relationships between the different elements. Game-based interventions have been shown in past studies to be one of the feasible ways to overcome this challenge. In this research, a tabletop game, called "Little Periodic" was…
Descriptors: Science Teachers, Chemistry, Game Based Learning, Instructional Design
Goehlert, Timothy T. – ProQuest LLC, 2022
When both students and teachers are disengaged, there is an impact at the class level and on the larger educational community. Thus, examining experiential methods that spark professor interest and passion as well as engage students is beneficial for faculty development, student learning, and institutional improvement. This thematic analysis…
Descriptors: Game Based Learning, College Faculty, Teacher Attitudes, Best Practices
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Demirbilek, Muhammet; Talan, Tarik; Alzouebi, Khadeegha – International Journal of Technology in Education, 2022
The purpose of this study is to identify key factors and barriers to implementing gamification in English Foreign language teaching. In alignment with the purpose of the study, the perspectives of English teachers (which grades) were obtained. This study was designed as a qualitative study. A total of 16 teachers participated in the study.…
Descriptors: English (Second Language), Language Teachers, Second Language Instruction, Teacher Attitudes
Munna, Afzal Sayed; Kalam, Md Abul – Online Submission, 2021
Economic development has encouraged innovation in a range of industries; however, the education industry has been following traditional modes of teaching until recently across the world. This has not only affected the capabilities of the youth but has also led to the problem of unemployment and diminished success rates at the workplace. One of the…
Descriptors: Active Learning, Game Based Learning, Cooperative Learning, Discovery Learning
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Berssanette, João Henrique; de Francisco, Antonio Carlos – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This paper presents the results of a systematic literature review that sought to identify the studies that relate the different pedagogical techniques by which active learning is developed in the context of the teaching/learning of computer programming, with the objective to characterize the approaches, the pedagogical techniques…
Descriptors: Active Learning, Computer Science Education, Programming, Educational Research
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Fernandez-Rio, Javier; de las Heras, Esteban; González, Tristan; Trillo, Vanessa; Palomares, Jorge – Physical Education and Sport Pedagogy, 2020
Background: A novel pedagogical approach that is becoming increasingly popular in educational contexts is called Gamification. To our knowledge, empirical research on its effectiveness in education is scarse, and almost absent in physical education. Purpose: The goal was to explore how Gamification can be used in physical education, and what…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Physical Education