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Showing 1 to 15 of 36 results Save | Export
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Carmen Barquero-Ruiz; David Kirk – Curriculum Studies in Health and Physical Education, 2024
Building on the original work of Bunker and Thorpe and their Teaching Games for Understanding (TGfU) approach to physical education, there is now a proliferation of Game Based Approaches (GBA) in the research literature (Bunker & Thorpe, 1982, A model for the teaching of games in secondary schools. "Bulletin of Physical Education,"…
Descriptors: Physical Education, Game Based Learning, Educational Games, Teaching Methods
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Hsin-Yi Liang; Gwo-Jen Hwang; Tien-Yu Hsu; Jen-Yuan Yeh – British Journal of Educational Technology, 2024
Recently, alternate reality games (ARGs) have been applied in museum learning to encourage learners' active engagement through playful problem-solving activities. However, most learners have insufficient prior knowledge and metacognitive skills to complete the learning tasks in such games. To support learning with ARGs, there is a need to provide…
Descriptors: Artificial Intelligence, Technology Uses in Education, Computer Simulation, Game Based Learning
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Thitima Srivatanakul – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification, including game-based learning (GBL), is a widely recognized pedagogical approach used for imparting and reinforcing cybersecurity knowledge and skills to learners. One innovative form of GBL gaining popularity across various educational levels, from secondary schools to professional development, is escape room-style education. This…
Descriptors: Computer Security, Problem Solving, Gamification, Undergraduate Students
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Jennifer Newell-Caito; Edward Bernard – Journal of Chemical Education, 2024
Pedagogical research over the past decade has shown that chemistry courses have high failure rates and low accessibility. The implementation of novel active-learning approaches has great potential to offset these trends. Fundamental concepts that serve as "pinch points" are ripe targets for designing innovative, gamified course materials…
Descriptors: Game Based Learning, Educational Technology, Chemistry, Science Education
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Jarrah, Adeeb M.; Almassri, Haneen; Johnson, Jason D.; Wardat, Yousef – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The United Arab Emirates' vision of the 2021 National agenda aimed that its students rank among the best in the world in mathematics and the sciences. However, fractions remain a challenging topic for both teachers and students. The purpose of this study was to investigate the impact of using digital games-based learning (ABACUS) on students'…
Descriptors: Video Games, Game Based Learning, Mathematics Achievement, Fractions
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Xiaoli Huang; Wei Xu; Ruijia Liu – International Journal of Distance Education Technologies, 2025
This article presents a meta-analysis of the existing literature using Stata 18.0, focusing on the effects of ITSs on learning attitudes, knowledge acquisition, learner motivation, performance, problem-solving skills, test scores, and educational outcomes across different countries and educational levels (k = 30, g = 0.86). The findings suggest…
Descriptors: Intelligent Tutoring Systems, Outcomes of Education, Learning Motivation, Student Attitudes
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Tetourová, Tereza; Hannemann, Tereza; Javora, Ondrej; Volná, Kristina; Šisler, Vít; Brom, Cyril – Journal of Computer Assisted Learning, 2020
We explored whether problem-solving interactivity within an instructional game fosters learning for children aged 8-10 years. Participants (N=139) studied a biological topic either through a game-based learning environment (in which they solved assigned problems by interacting with a plant model) or from a standard learning environment (in which…
Descriptors: Problem Solving, Educational Games, Children, Instructional Effectiveness
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Zebel-Al Tareq; Raja Jamilah Raja Yusof – IEEE Transactions on Education, 2024
Contribution: A problem-solving approach (PSA) model derived from major computational thinking (CT) concepts. This model can be utilized to formulate solutions for different algorithmic problems and translate them into effective active learning methods. Background: Different teaching approaches for programming are widely available; however, being…
Descriptors: Models, Problem Solving, Computation, Thinking Skills
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Yi-Shiuan Chou; Huei-Tse Hou; Kuo-En Chang – Education and Information Technologies, 2024
The trend in history education is gradually emphasizing the development of historical thinking and collaborative problem-solving skills, which are expected to enhance the breadth and depth of learners' thinking. The integration of game-based learning with collaborative problem-solving activities designed for historical thinking is expected to help…
Descriptors: History Instruction, Instructional Effectiveness, Behavior Patterns, Cognitive Processes
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Charles Montel; Benjamin Cartiaux; Giovanni Mogicato – Anatomical Sciences Education, 2025
Anatomy plays a key role in veterinary training, and alternatives to traditional teaching methods, such as game-based learning and escape rooms, are emerging as innovative and effective methods. However, the effectiveness of these approaches, particularly in areas such as veterinary anatomy, remains under-researched. The aim of this study was to…
Descriptors: Instructional Effectiveness, Educational Games, Electronic Learning, Virtual Classrooms
Editorial Projects in Education, 2025
This Spotlight explores effective strategies for improving math instruction and enhancing student achievement in K-8 classrooms. From making math more relevant and engaging and mastering word problem-solving to deepening conceptual understanding of fractions and nurturing students' ability to tackle challenges, these articles offer valuable…
Descriptors: Mathematics Instruction, Instructional Improvement, Elementary School Mathematics, Middle School Mathematics
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Mario de la Puente; Carlos de Oro; Jose Torres; Maria Ripoll; Heidy Rico Fontalvo – Mathematics Teaching Research Journal, 2024
Over a sixteen-week term, the study dove into how chess could enhance math skills for eleventh graders at three public schools in Cartagena, Colombia. It assumed that chess would sharpen their minds and problem-solving prowess. Seventy-one pupils took part, trying out a chess-centric way of learning. Researchers used multiple statistical…
Descriptors: Foreign Countries, High School Students, Grade 11, Mathematical Enrichment
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Ross, Robert; Hall, Richard – Advances in Engineering Education, 2021
Teaching second year undergraduate digital electronics is a serious business, designed to impart individual technical mastery. In this paper we attempt to embed several key digital logic concepts within an escape room game. We report results of iteratively piloting our game with academic engineering staff and then used them with students showing…
Descriptors: Technology Uses in Education, Problem Solving, Educational Environment, Undergraduate Students
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Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
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Edina-Timea Opri?; Iuliana Zsoldos-Marchis; Edit Egri – Open Education Studies, 2024
Problem-solving competency is important not only in many careers but also in everyday life. Successful problem solvers regulate their cognitive processes and emotions. Our research aimed to study the impact of gamified problem sheets designed in Seppo on self-regulated learning skills. The intervention was carried out with second-year students in…
Descriptors: Instructional Effectiveness, Game Based Learning, Teaching Methods, Problem Solving
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