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Showing all 12 results Save | Export
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Ahmed, Md. Dilsad; Kanaan, Eid Mohammed – Journal of Physical Education, Recreation & Dance, 2021
Teaching in a traditional school setting is usually conducted via the direct instruction pedagogical model (DIPM). Unfortunately, this model was confronted with significant criticism and did not remain a popular choice among researchers, because of its narrow focus on physical education (PE) as sports technique and its one-size-fits-all design…
Descriptors: Game Based Learning, Student Motivation, Elementary School Students, Physical Education
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Hernández-Prados, Mª Ángeles; Belmonte, Mª Luisa; Manzanares-Ruiz, Juan Carlos – Education Sciences, 2021
Notwithstanding the importance and relevance of gamification as a topical methodology in education, and after a literature review, there are just a few studies using role-playing games. In order to motivate and facilitate English as second language (ESL) learning of first year of Bachillerato (year 12) students at a public high school in the…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, High School Students
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Sendra, Anna; Lozano-Monterrubio, Natàlia; Prades-Tena, Jordi; Gonzalo-Iglesia, Juan Luis – International Journal of Game-Based Learning, 2021
This paper introduces the results of applying a gameful approach based on six playful activities as a tool to improve the learning process in higher education. A total of 850 students from different courses of Universitat Rovira i Virgili (Spain) were involved in the study. The strategy was evaluated through a participant observation (active and…
Descriptors: Game Based Learning, Educational Games, Role Playing, Simulation
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Fernandez-Rio, Javier; Zumajo-Flores, Marc; Flores-Aguilar, Gonzalo – European Physical Education Review, 2022
The aim of the present study was to compare the possible effects of a gamified programme and a traditional instructional approach in secondary physical education at the level of intrinsic motivation, autonomy satisfaction, competence satisfaction, relatedness satisfaction, and intention to be physically active. A total of 54 year-nine students (14…
Descriptors: Physical Education, Grade 9, Student Satisfaction, Personal Autonomy
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Bellés-Calvera, Lucía; Martínez-Hernández, Ana-Isabel – Latin American Journal of Content and Language Integrated Learning, 2022
In present-day educational contexts, the integration of Information and Communication Technologies (ICTs) and gamification has been the basis for implementing escape rooms as pedagogical tools. This paper examines the role of virtual escape rooms in boosting History learners' motivation in Content and Language Integrated Learning (CLIL) contexts.…
Descriptors: Game Based Learning, Cooperative Learning, Problem Solving, Educational Environment
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Hunt-Gómez, Coral I.; Moreno-Fernández, Olga; Moreno-Crespo, Pilar; Ferreras-Listán, Mario – Journal of University Teaching and Learning Practice, 2020
Fast and easy Internet and knowledge access by just a click are some of the characteristics of the twenty first century. This means that this knowledge has been acquired fast and superficially. Thus, discernment turns into something ephemeral, because there is not a profound examination of the aspects dealt with. This is caused by the enormous…
Descriptors: Teaching Methods, Females, Student Attitudes, Learner Engagement
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Rebelo, Sofia; Isaías, Pedro – Journal of Information Technology Education: Research, 2020
Aim/Purpose: As e-Learning becomes increasingly pervasive, students' engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement.…
Descriptors: Educational Technology, Electronic Learning, Learner Engagement, Game Based Learning
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Piñero Charlo, José Carlos – Education Sciences, 2020
The curricular perspective based on teaching processes which takes formal mathematical knowledge as a starting point has been severely criticized. This traditional perspective considers that the formal mathematical knowledge has to be taught prior to the application so, once taught, it can be used to solve problems. Along with this criticism,…
Descriptors: Educational Games, Game Based Learning, Mathematics Education, Learning Processes
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Rivera-Trigueros, Irene; Sánchez-Pérez, María del Mar – Teaching English with Technology, 2020
This study aims to analyse motivation in the English as a Foreign Language (EFL) secondary classroom through gamification. To this end, a gamification proposal based on "Game of Thrones" TV series was designed. "Classcraft," an online role-playing platform, was used to create a gaming scenario in the classroom. The proposal was…
Descriptors: Educational Games, Role Playing, Student Motivation, English (Second Language)
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Stephens de Jonge, Julie; Labrador, Belén – Research-publishing.net, 2020
This paper reports our preliminary observations of a pilot project carried out from February to April 2019 with a group of students learning Spanish at the University of Central Missouri and students learning English at the University of León. The project combines challenging escape room activities with intercultural and interlinguistic…
Descriptors: Critical Thinking, Student Motivation, Computer Simulation, Problem Solving
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Higueras-Rodríguez, Lina; Medina-García, Marta; Molina-Ruiz, Enriqueta – Education Sciences, 2020
In this study we analyzed the primary teaching and training experiences that observe play as a didactic resource to facilitate learning, highlighting fundamental elements and characteristics. A descriptive analysis of the different programs and contents with respect to playful methodology proposed by the Ministry of Education of Andalusian…
Descriptors: Foreign Countries, Teacher Education Programs, Program Effectiveness, Play
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Fernandez-Rio, Javier; de las Heras, Esteban; González, Tristan; Trillo, Vanessa; Palomares, Jorge – Physical Education and Sport Pedagogy, 2020
Background: A novel pedagogical approach that is becoming increasingly popular in educational contexts is called Gamification. To our knowledge, empirical research on its effectiveness in education is scarse, and almost absent in physical education. Purpose: The goal was to explore how Gamification can be used in physical education, and what…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Physical Education