NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
What Works Clearinghouse Rating
Meets WWC Standards with or without Reservations1
Showing 1 to 15 of 103 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Cengiz Gunduzalp – Journal of Education in Science, Environment and Health, 2024
This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication technologies courses. As a case study, the study was…
Descriptors: Educational Games, Educational Technology, Biochemistry, Student Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Priyanga Chandrasekaran; Priyadharshini Ragavane; Bhargavi K.; Vikneshan Murugaboopathy; Senthil Murugappan – Health Education & Behavior, 2025
Collaborative learning is an engaging approach that brings individuals together to achieve common educational goals. This study explores the effectiveness of Dentamatics, an innovative interactive board game, in enhancing oral health knowledge among children. Twelve children participated in the study, playing the game after obtaining consent from…
Descriptors: Educational Games, Cooperative Learning, Program Effectiveness, Dental Health
Peer reviewed Peer reviewed
Direct linkDirect link
Mohsen Keshavarz; Leili Mosalanejad – International Journal of Learning Technology, 2025
Using educational games is one of the fun and effective teaching methods. The purpose of this research is to design and implement an educational gamification program in the form of blended learning models and also, evaluate it in students' learning environments and accept it from students' points of view in multi-trial groups. This research is…
Descriptors: Educational Games, Gamification, Blended Learning, Student Attitudes
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
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Janyarat, Sirirat – Shanlax International Journal of Education, 2023
The objectives of this research were (1) to study the satisfaction of higher education students towards learning management by using Educational Boardgame in personality development course, (2) to compare the learning achievement of the students both the experimental group and the control group in before and after the learning management period by…
Descriptors: Foreign Countries, College Students, Student Satisfaction, Program Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Ezezika, Obidimma; Fusaro, Maria; Rebello, James; Aslemand, Asal – Journal of Biological Education, 2023
We developed an analog board game, "BioRacer" to further student learning in the field of public health biology and assessed its impact on learning by conducting a mixed method study. The purpose was to ascertain whether and how gaming could be a valuable learning experience for students in a lower year level undergraduate course in…
Descriptors: Biology, Science Education, Public Health, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Sunny Kwok; Rachel Childers – Biomedical Engineering Education, 2023
Commercial escape rooms have grown in popularity as an enjoyable experience that also doubles as an exercise in communication and collaboration. Educators can take advantage of these natural qualities to engage and support students in a low-stress learning environment. The primary goal of this study is to share the development and application of…
Descriptors: Educational Games, Biomedicine, Engineering, Program Development
Peer reviewed Peer reviewed
Direct linkDirect link
Pan, Yanjun; Ke, Fengfeng – Educational Technology Research and Development, 2023
Adopting a pretest-posttest experimental design with repeated measures, this study examined the effects of three types of game-based learning supports in the form of modeling on knowledge development that contributed to successful math problem solving and students' perceived game flow. Forty-one sixth-grade students participated in the study and…
Descriptors: Game Based Learning, Educational Games, Grade 6, Mathematics Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
José Alexis Alonso-Sánchez; Juan L. Núñez Alonso; Elisa Santana-Monagas – TechTrends: Linking Research and Practice to Improve Learning, 2025
Teachers are generally focused on optimizing the teaching-learning process and fostering high levels of student engagement, participation, and motivation. To address this challenge, this work presents a gamification experience implemented to teach content related to family involvement and educational programs in two courses--one at master's degree…
Descriptors: Gamification, Masters Programs, Undergraduate Study, College Students
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Samoekan Sophonhiranrak; Putthachat Angnakoon; Sarunwit Promsaka Na Sakonnakron; Yada Atanan; Tida Tubpun – International Association for Development of the Information Society, 2024
The Friedrich Naumann Foundation and the King Prajadhipok's Institute in Thailand created the educational board game PeaceSoCracy, based on the online game available on the Tabletopia platform. The purpose of this board game is to encourage non-violent communication and an empathetic mind. Each process in the game play delivers more than just…
Descriptors: Educational Games, Interpersonal Communication, Empathy, Communication Skills
Kirk Vanacore; Adam Sales; Allison Liu; Erin Ottmar – Grantee Submission, 2023
Computer-assisted learning platforms (CALPS) increasingly include gamified elements to improve student outcomes by enhancing their engagement with content. Although evidence exists that gamified programs increase engagement and learning outcomes, there is little causal research on what programmatic mechanisms drive the effect between engagement…
Descriptors: Educational Games, Gamification, Algebra, Mathematics Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Aqlan, Faisal; Zhao, Richard – IEEE Transactions on Education, 2022
Contribution: This article discusses the use of manufacturing simulation games to study collaborative problem-solving skills in engineering students. The simulation represents the mass production paradigm in which large quantities of identical products are produced. Empirical data is collected from the simulation to evaluate the skills engineering…
Descriptors: Manufacturing, Computer Simulation, Teaching Methods, Problem Solving
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ade Hamka; Nur Mukminatien – International Society for Technology, Education, and Science, 2023
The aim of this study is to develop a learning media on teaching Descriptive Text for first grader of Senior High School. This study was conducted with Research & Development (R&D) design. The source of the data are the students of one of Islamic senior high schools in Indonesia which consists of thirty-two students. To collect the data,…
Descriptors: Foreign Countries, High School Students, English (Second Language), Second Language Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Lutfi, Achmad; Aftinia, Fitria; Permani, Bintari Eka – Journal of Technology and Science Education, 2023
This study aims to obtain the game as a gamification in education that is appropriate to be used for hydrocarbon learning media based on the validity, practicality, and effectiveness of the game. The research method used is the research and development method, the study was conducted in East Java High School-Indonesia. Validity is obtained from…
Descriptors: Gamification, Educational Games, Science Education, Chemistry
Peer reviewed Peer reviewed
Direct linkDirect link
Cuschieri, Sarah; Narnaware, Yuwaraj – Anatomical Sciences Education, 2023
Anatomy is physiotherapy's foundation. However, undergraduate classroom learning and knowledge acquisition-retention remain questionable. This study explored the possibility of improving this learning experience and evaluates the gross anatomy of abdomen and pelvis short-term knowledge retention among first-year physiotherapy students in Malta.…
Descriptors: Anatomy, Physical Therapy, Undergraduate Study, College Freshmen
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7