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Lu Yang; Rui Li – Journal of Educational Computing Research, 2024
While studies of contextualized game-based language learning (CGBLL) have to date gained a growing scholarly interest, there is still a lack of systematic review synthesizing its research trends regarding theoretical foundations, learning contexts, research foci and findings. To address the gap, this study collected data from the Web of Science…
Descriptors: Game Based Learning, Second Language Learning, Teaching Methods, Language Acquisition
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Lathwesen, Chantal; Belova, Nadja – Education Sciences, 2021
In the last decade, game-based learning has received growing attention in educational contexts in general and science education in particular. A recent game trend, which has also found its way into STEM classrooms, is escape rooms. In this type of game, players have to work through several puzzles to achieve a specific goal (mostly to escape from…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Cooperative Learning
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Taraldsen, Lene Hayden; Haara, Frode Olav; Lysne, Mari Skjerdal; Jensen, Pernille Reitan; Jenssen, Eirik S. – Education Inquiry, 2022
This review article focuses on use of an escape room as a didactic tool in teaching and learning, as identified in empirical studies that have examined the use of escape rooms in educational contexts. The review studied the methods used to study escape rooms, what the focus of attention was, what the reported use was, and implications this has for…
Descriptors: Literature Reviews, Teaching Methods, Educational Environment, Cooperative Learning
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Yip Chin Chin; Chua Kah Heng – Malaysian Online Journal of Educational Sciences, 2024
Learning the periodic table of elements can pose a challenge for students due to the complex organization and relationships between the different elements. Game-based interventions have been shown in past studies to be one of the feasible ways to overcome this challenge. In this research, a tabletop game, called "Little Periodic" was…
Descriptors: Science Teachers, Chemistry, Game Based Learning, Instructional Design
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Li, Jiansheng; Lin, Yuyu; Sun, Mingzhu; Shadiev, Rustam – Interactive Learning Environments, 2023
This study examined whether socially shared regulation of learning (SSRL) enhances students' algorithmic thinking performance, promotes learning participation and improves students' learning attitudes through game-based collaborative learning. The students learned algorithmic knowledge and completed programing tasks using Kodu, a new visual…
Descriptors: Cooperative Learning, Game Based Learning, Educational Environment, Algorithms
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Dikmen, Melih – International Journal of Curriculum and Instruction, 2021
Gamification helps to make learning fun and motivate students by attracting the attention of students. In the literature, it is seen that the studies conducted to determine the effect of gamification of learning on academic achievement have reached contradictory results. While some studies have found that gamification increases academic…
Descriptors: Foreign Countries, Game Based Learning, Academic Achievement, Educational Games
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Jost, Patrick – International Association for Development of the Information Society, 2020
Exploratory learning has become a widely applied, pedagogical concept. One approach to encourage exploratory knowledge creation are situated game experiences. Putting learners in quest-based environments can thereby support engagement through exploration and at the same time, allow for a variety of supportive learning strategies. However,…
Descriptors: Misinformation, Game Based Learning, Learner Engagement, Learning Strategies
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Ding, Lu; Kim, ChanMin; Orey, Michael – Technology, Pedagogy and Education, 2020
This article proposes a gamification approach that aims to motivate students in online discussions. While some efforts have been made in gamification for teaching and learning, insufficient attention has been paid to gamification grounded in "both" theories and evidence from empirical studies. After identifying five motivational needs of…
Descriptors: Asynchronous Communication, Computer Mediated Communication, Online Courses, Student Motivation
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Liu, Sa; Liu, Min – AERA Online Paper Repository, 2021
To understand how learner metacognition and goal orientation affect learner problem-solving in a Serious Game (SG) environment, this study examined 12 undergraduate students' metacognition, goal orientations, and problem-solving performances and processes while playing a SG that adopts problem-based learning pedagogy to teach space science.…
Descriptors: Metacognition, Goal Orientation, Problem Solving, Undergraduate Students
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Forrer, Don; Bechtel, Stephanie; Brown, Kendra; Mabesa, Jose, Jr.; Gunn, Linda; Hayes, Richard L.; Fall, Lisa; Wilmore, Todd – Journal of College Teaching & Learning, 2019
This interactive, cross-disciplinary research explores face-to-face and online strategies for faculty to deploy in the classroom that encourage connections beyond forced engagement methodologies commonly used. Concentration is on methods of connecting that are "out of the mainstream" and benefit both students and faculty. Findings…
Descriptors: Online Courses, Teaching Methods, Learner Engagement, Teacher Student Relationship
Istance, David; Paniagua, Alejandro – Center for Universal Education at The Brookings Institution, 2019
This report follows up on the book "Leapfrogging Inequality: Remaking Education to Help Young People Thrive," published in 2018 by the Center for Universal Education (CUE) at the Brookings Institution. The book argued the importance of education leapfrogging--creating transformative shifts rather than incremental evolution by harnessing…
Descriptors: Educational Innovation, Educational Change, Teaching Methods, Teacher Role
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Kyei-Blankson, Lydia, Ed.; Ntuli, Esther, Ed.; Blankson, Joseph, Ed. – IGI Global, 2020
While online courses are said to be beneficial and many reputable brick and mortar higher education institutions are now offering undergraduate and graduate programs online, there is still ongoing debate on issues related to credibility and acceptability. There is some reluctance to teach online and to admit and hire students who have enrolled in…
Descriptors: Student Experience, Online Courses, Electronic Learning, Teaching Methods
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Carliner, Saul, Ed. – Association for the Advancement of Computing in Education, 2019
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2019: World Conference on E-Learning" took place in New…
Descriptors: Conferences (Gatherings), Electronic Learning, Conference Papers, Learner Engagement
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Educational Technology, Technology Uses in Education, Migrant Education, Adult Education