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Sittichai Wichaidit; Patcharee R. Wichaidit – Journal of Pedagogical Research, 2024
Game-based learning has gained significant attention from educational researchers because of its ability to create an engaging and enjoyable learning environment for students. However, there was a research gap regarding the design of game mechanics that specifically helped students understand abstract scientific concepts. Also, the impact of…
Descriptors: Game Based Learning, Abstract Reasoning, Scientific Concepts, Biology
Amanda M. Rosen; Lisa Kerr – Journal of Political Science Education, 2024
To what extent does educational gaming add value to more traditional instructional models in learning core concepts of national security and warfighting? This paper presents the results from a quasi-experimental, cross-sectional, and longitudinal study of students taking two standardized courses in the Joint Military Operations department at the…
Descriptors: Educational Games, Learning Processes, Student Attitudes, National Security
Sibel Er Nas; Havva Yaman – Malaysian Online Journal of Educational Technology, 2023
The aim of the study is to evaluate the educational games implementation process from the science teacher candidates, students and parents perspective. The special case method, which allows evaluating an event in depth, was preferred. The implementation process was completed in 14 weeks. The study group consists of 36 science teacher candidates,…
Descriptors: Educational Games, Preservice Teachers, Science Teachers, Science Education
Carmen Alvarez-Alvarez; Leann Mischel – International Journal of Education and Development using Information and Communication Technology, 2024
The need for online educational tools has increased significantly since the COVID-19 pandemic forced many students to embrace distance learning as a classroom alternative. While many instructors have used "Edpuzzle" to enhance distance learning, there has been little research that assesses and compares the views of teachers and students…
Descriptors: Electronic Learning, Puzzles, Educational Technology, Teacher Attitudes
Laçin-Simsek, Canan; Öztuna-Kaplan, Aysun; Sever, Tülin – SAGE Open, 2022
Educational games are fun teaching tools prepared in line with the aims of the lessons and facilitate the understanding of the subjects. Due to these features, they can be used in science centers to both discover exhibits and provide understanding of concepts. In this study, it was aimed to determine the opinions about the educational games…
Descriptors: Educational Games, Preservice Teachers, Science Education, Exhibits
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
Fussell, Stephanie G.; Truong, Dothang – Interactive Learning Environments, 2023
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into training environments. This study investigated students' intentions to use VR for training. The Technology Acceptance Model (TAM) was expanded to include two factors that are relevant to using VR in a dynamic learning environment. A survey of 310…
Descriptors: Computer Simulation, Aviation Education, Technology Uses in Education, Student Attitudes
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
Atherton, Pete – Teacher Education Advancement Network Journal, 2018
This paper evaluates the findings of a small-scale research project into how trainee teachers can use Kahoot! to help them reflect on the learning process. Kahoot! is an online collaborative learning platform - a game-based student response system (GSRS), which was launched in 2012. It is frequently used as a quiz by experienced and trainee…
Descriptors: Tests, Educational Technology, Preservice Teachers, Learning Processes
Jenks, Theodore G. – ProQuest LLC, 2022
The purpose of this action research was to implement a digital game development project and describe its effects on the performance and attitudes of eighth-grade students in a required computer science course at South Carolina School District Alpha. The following research questions were explored: (1) How does the game development project impact…
Descriptors: Middle School Students, Active Learning, Student Projects, Games
In'am, Akhsanul; Sutrisno, Eko Sabdo – International Journal of Instruction, 2021
Strengthening self-efficacy and motivation in learning mathematics gives impacts on the students' capability in the field of mathematics, and this may be conducted through a proper learning model, one of which is the cooperative learning model. The objective of this present research was to analyze students' self-efficacy reinforcement and their…
Descriptors: Self Efficacy, Student Motivation, Mathematics Instruction, Mathematics Skills
Zhang, Ruofei; Zou, Di; Xie, Haoran – Computer Assisted Language Learning, 2022
Spaced repetition has been widely implemented and examined in mobile-assisted word learning as an important learning strategy. However, the nature of spaced repetition by commercial word-learning apps and the factors leading to the favoured mobile-assisted spaced repetition have yet to be investigated in authentic contexts. In this study, we coded…
Descriptors: Computer Assisted Instruction, Teaching Methods, English (Second Language), Second Language Learning
Alevli, Ozan – Journal of Inquiry Based Activities, 2020
The purpose of this study is to share the design, implementation, and evaluation processes regarding an activity implemented for improving the vocabulary of 4th grade students, and to determine the opinions of the students about the activity. The activity serves to the purpose of learning the new words and phrases meaningfully through active…
Descriptors: Vocabulary Development, Grade 4, Elementary School Students, Student Attitudes
Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
van Putten, Sonja; Blom, Nicolaas; van Coller, Angelique – International Journal of Mathematical Education in Science and Technology, 2022
This study investigated the developmental influence of collaborative games, in the form of game-based worksheets, on the performance and attitudes of sixth-graders in the mathematics classroom. It is posited that games have the potential to enhance learning through positive emotional experiences. Non-digital game-based learning methodologies are…
Descriptors: Grade 6, Cooperative Learning, Mathematics Instruction, Game Based Learning