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Jeremy Bernier – ProQuest LLC, 2024
Play has been discussed by mathematicians and mathematics educators as essential to mathematical progress and has been widely acknowledged to have a role in learning. Yet, play is rarely acknowledged, leveraged, or studied for mathematics learners beyond early childhood. Moreover, there are theoretical and empirical challenges with designing for…
Descriptors: Problem Solving, Play, Puzzles, Undergraduate Students
Rachel M. Doughty – Journal of Chemical Education, 2024
Escape rooms are making their way into the chemistry classroom as a learning tool. However, escape rooms require a large amount of preparation and setup, and they are only novel and exciting for a single play-through. For escape room games to be incorporated into multiple class periods, they must be streamlined for reuse. In this work, I introduce…
Descriptors: Problem Solving, Educational Games, Learning Activities, Chemistry
Chicharro, Deborah; García-Manzanares, María; Gomez, Olga; Juárez, Miriam; Llamazares-Martín, Clara; Soriano, Enrique; Terrado, Jose – Advances in Physiology Education, 2022
Gamification is a dynamic tool for educational transformation useful to encourage student interest and enhance learning. Here we present a study conducted to investigate the effectiveness of an educational card game developed by us in veterinary anatomy practicals to reinforce knowledge acquisition in veterinary students. A total of four sets of…
Descriptors: Veterinary Medical Education, Anatomy, Gamification, Educational Games
Kylie S. Aikey – Journal of Legal Studies Education, 2024
This teaching note illustrates how escape rooms can be utilized as a tool to teach or review business law concepts, encourage student collaboration, and provide an opportunity for gameplay. Escape rooms can be adapted to any topic, made asynchronous, and scaled up to accommodate larger groups. This note also describes the value of incorporating…
Descriptors: Cooperation, Problem Solving, Educational Games, Business Administration Education
Elford, Daniel; Lancaster, Simon J.; Jones, Garth A. – Journal of Chemical Education, 2021
An educational escape activity was developed, embedding elements of both augmented and immersive virtual reality technologies, in an active learning environment. The mental visualization of abstract concepts can be difficult for students, inhibiting their ability to reason cogently regarding important topics of stereochemistry. Consequently, an…
Descriptors: Chemistry, Learning Activities, Problem Solving, Computer Simulation
Anis, Siti Khadijah; Masek, Alias; Nurtanto, Muhammad; Kholifah, Nur – International Journal of Evaluation and Research in Education, 2022
Non-digital games are a tool that can help children to build and improve problem solving skills in early mathematics learning. Teachers need to design a learning activity using non-digital games taken account problem solving skills in the learning activities. However, the application of problemsolving skills in early mathematics learning…
Descriptors: Methods, Teaching Methods, Problem Solving, Mathematics Instruction
Taiyasut, Phatchayaporn; Poonputta, Apantee – Journal of Education and Learning, 2022
The purposes of the research were 1) to compare the scores of 7th grade students from deductive learning activities management with games on the topic of "Single Variable Linear Equations" to the standardized criteria of 75%, 2) to compare the achievement of the 7th grade students before and after using the deductive learning activities…
Descriptors: Learning Activities, Educational Games, Mathematics Instruction, Mathematics Achievement
Walter Setti; Rebecca Tarello; Erica Volta; Lucia Ferlino; Monica Gori; Gualtiero Volpe – Educational Technology Research and Development, 2025
The COVID-19 pandemic has accelerated digitization, access to IT resources, and digital inclusion in the Italian school system. This paper presents D-UDA (i.e., "unità didattica di apprendimento digitale", in Italian), a digital didactic unit for learning mathematics concepts. The presented approach combines teaching methodologies and…
Descriptors: Electronic Learning, Educational Games, Problem Solving, Multisensory Learning
Martens, Sherry; Crawford, Kathryn – Childhood Education, 2019
An important aspect of bringing innovation to education is supporting children's own innovative thinking. Teachers are finding that escape room activities can provoke children's wonder and determination to pursue their curiosity, which builds a foundation for innovators of the future.
Descriptors: Creative Teaching, Learning Activities, Inquiry, Teaching Methods
Koelling, Glenn; Russo, Alyssa – Public Services Quarterly, 2020
The Mystery Room is an educational escape room based on information literacy and applied to multiple audiences, including first-year students and library student employees. In this article, we explain how we developed the game, its theoretical underpinnings, and why it's a flexible workshop for a variety of audiences.
Descriptors: Information Literacy, Library Instruction, Educational Games, Problem Solving
Angelica R. Cash; Julia R. Penick; Celia F. Todd; Monica C. So – Journal of Chemical Education, 2023
Summative lab assessments probe student mastery over concepts, but conventional ones often result in decreased student engagement and confidence. If conventional summative lab assessments are replaced by accessible gamified evaluations, such as online escape rooms, this leads to improved student engagement and confidence. In this work, we adapted…
Descriptors: Chemistry, Learner Engagement, Science Instruction, Electronic Learning
Neumann, Kalianne L.; Alvarado-Albertorio, Frances; Ramírez-Salgado, Andrea – Journal of Technology and Teacher Education, 2020
Digital escape rooms can transform any lesson into an engaging learning environment. This article describes the implementation of a digital escape room in an undergraduate educational technology course for preservice teachers. The digital escape room was designed and developed using a 10-step process and covered the topic of gamification.…
Descriptors: Teaching Methods, Educational Environment, Preservice Teachers, Educational Games
LaPaglia, Jessica A. – Teaching of Psychology, 2020
In this article, the author describes an exam review activity in which students answered questions and solved puzzles in order to escape the review session. In a general psychology (100-level) course and research methods in psychology (300-level) course, students solved a series of puzzles and review questions. This format is similar to popular…
Descriptors: Review (Reexamination), Tests, Puzzles, Problem Solving
Richard A. Andrusiak – New England College Journal of Applied Educational Research, 2021
Interpreting findings from the numerous research studies that identify meta-variables linked with attitudes toward mathematics and their connections to achievement is complicated by the lack of theoretical clarity around the construct of attitudes. This mixed-methods multiple-case phenomenological study expands the body of research that describes…
Descriptors: Middle School Students, Middle School Mathematics, Mathematics Education, Student Attitudes
Frantzeskaki, Konstantina; Kafoussi, Sonia; Fessakis, Georgios – International Journal for Technology in Mathematics Education, 2020
In recent years, the learning and teaching of combinatorics presents particular educational research interest from the primary up to higher education levels. The combinatorial problems constitute a valuable opportunity for mathematical exploration, as combinatorics is a branch of mathematics with many applications, providing a complex network of…
Descriptors: Mathematics Instruction, Preschool Children, Educational Technology, Technology Uses in Education