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Thalles Henrique Faria de Souza; Eduardo Figueiredo Peloso; Gabriel Gerber Hornink – Biochemistry and Molecular Biology Education, 2025
Understanding ATP formation is essential for learning metabolism and is central to grasping metabolic processes as a whole. However, due to the high level of abstraction, the number of intermediate substrates, the connections, and integrated regulation, its comprehension often poses a challenge. This and the fact that traditional teaching methods…
Descriptors: Educational Games, Game Based Learning, Biochemistry, Science Instruction
Maria Samy William Yacoub; Amanda J. Holton – Journal of Chemical Education, 2023
Success in general chemistry requires active engagement with course material. COVID-19 accelerated the move to online courses, creating a crucial need for engaging course activities. The Mysterious Compound chemistry game was designed to engage undergraduate students in introductory chemistry concepts while allowing the instructor and students to…
Descriptors: Online Courses, Chemistry, Science Instruction, Educational Games
Rudy Brass; Ebunoluwa Braithwaite; Hope E. Edwards; Jasleen Kaur; Anna Kleanthous; Toby T. Madhlangobe; Anand D. Mistry; Ared Suma; Shane Lo Fan Hin; Dylan P. Williams – Journal of Chemical Education, 2024
The gamification of learning has increased in popularity in recent years as a tool for enhancing student engagement and attainment. In undergraduate chemistry courses, hybridization is a fundamental concept that students need to master in order to understand introductory organic and inorganic topics. This study focused on the development of a card…
Descriptors: Science Instruction, Teaching Methods, Introductory Courses, Organic Chemistry
Mattlin, Mikael – Journal of Political Science Education, 2021
This article explores the hidden educational potential in the board game "Diplomacy." While commonly recognized as a good low-cost negotiation simulation and a useful teaching platform, the original game version over-emphasizes the conflictual nature of international relations and presents an image of international relations that is not…
Descriptors: Political Science, Teaching Methods, Educational Games, International Relations
Leith, Murray; Boyle, Liz; Sim, Duncan; van der Zwet, Arno; Scott, Graham; Jimoyiannis, Athanassios; Jandric, Petar; Hauge, Jannicke Baalsrud; Sultana Tany, Nadera; Hummel, Hans – Open Review of Educational Research, 2019
This article focuses on the early stages of an international project on gamifying national identity. It examines the production of the content required for developing a sophisticated and engaging approach to pedagogical innovation in education, through game-based learning. This will encourage individuals to think about both European and national…
Descriptors: Educational Games, Foreign Countries, Self Concept, Teaching Methods
Pereira, Sara; Rodrigues, Maria José; Vieira, Rui Marques – Early Child Development and Care, 2020
Science education become one prioritie of modern societies, with the purpose of forming scientifically literate youth and adults. They play an active role in solving the problems existing in society, making critical and informed decisions. In this paper we discuss the need for scientifically literate citizens and the relevance of practical work as…
Descriptors: Play, Scientific Literacy, Science Education, Decision Making
Sim, Duncan; Boyle, Elizabeth; Leith, Murray Stewart; Williams, Alan; Jimoyiannis, Athanassios; Tsiotakis, Panagiotis – Journal of Geography in Higher Education, 2021
This paper explores the contribution to geography teaching which can be made by serious games. We describe the ways in which gaming has progressed from "dissected maps" and jigsaws through board games, to the range of online games which are available today. We describe the development, in conjunction with European partner institutions,…
Descriptors: Geography, Instruction, Teaching Methods, Educational Games
Stollhans, Sascha – Research-publishing.net, 2020
Escape games are an increasingly popular leisure activity involving a group of players completing tasks to achieve a pre-defined goal, which is usually escaping from a room. In this chapter, I briefly outline the educational potential of escape game activities in language classes within the frameworks of gamification, pervasive learning, and…
Descriptors: Game Based Learning, Educational Games, Transfer of Training, Grammar
Alexiou, Andreas; Schippers, Michaéla C. – Education and Information Technologies, 2018
The primary aim of this paper is to identify and theoretically validate the relationships between core game design elements and mechanics, user motivation and engagement and consequently learning. Additionally, it tries to highlight the moderating role of player personality traits on learning outcomes and acceptance and suggest ways to incorporate…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Student Motivation
Lodzikowski, Kacper; Jekiel, Mateusz – ELT Journal, 2019
This exploratory study fills the gap in research on using print board games to teach English prosody to advanced EFL learners at university level. We developed three in-class print-and-play board games that accompanied three prosody-related topics in a course in English phonetics and phonology at a Polish university. For those topics, compared to…
Descriptors: Intonation, Suprasegmentals, English (Second Language), Second Language Learning
Demirel, Turgay; Karakus Yilmaz, Turkan – British Journal of Educational Technology, 2019
The goal of this study is to determine the effectiveness of mind games played by secondary school sixth grade students as classroom activities in math and grammar courses on their perceived problem-solving skills and achievements. In the quantitative part of the study, the nonequivalent groups pre-test--post-test control group design from…
Descriptors: Problem Solving, Secondary School Students, Teaching Methods, Foreign Countries
Plump, Carolyn M.; LaRosa, Julia – Management Teaching Review, 2017
Instructional games are gaining acceptance in the classroom as the eLearning merits of student engagement and immediate feedback are recognized. Within higher education, the use of these tools is often limited due to lack of time, insufficient experience, or doubts regarding the scholarly merits of such activities. Kahoot! is a popular eLearning…
Descriptors: Educational Technology, Educational Games, Electronic Learning, Learner Engagement
Stewart, Mary K.; Hagood, Danielle; Ching, Cynthia Carter – International Journal of Game-Based Learning, 2017
This article examines two communities of youth who play an online game that integrates physical activity into virtual game play. Participating youth from two research sites--an urban middle school and a suburban junior high school--wore FitBits that tracked their physical activity and then integrated their real-world energy into game-world…
Descriptors: Educational Games, Simulated Environment, Video Games, Urban Schools
Groves, Emily A.; Austin, Jennifer L. – Journal of Applied Behavior Analysis, 2019
The Good Behavior Game (GBG) is a classroom management system that employs an interdependent group contingency, whereby students work as a team to win the game. Although previous anecdotal data have suggested that this arrangement may promote prosocial behavior, teachers may have concerns about its fairness and potential to evoke negative peer…
Descriptors: Educational Games, Student Behavior, Peer Influence, Classroom Techniques
Hall, Susan E. – Marketing Education Review, 2014
Achieving student learning outcomes in a "gamelike" environment allows students to connect real-world activities to marketing and business concepts presented in a relevant and authentic manner. The innovative game, Barracuda Cove Investment Game, can be incorporated into any marketing-related course that would require a marketing or…
Descriptors: Educational Games, Relevance (Education), Marketing, Business Administration Education