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Gulnoza Yakubova; Briella Baer Chen; Stuti Gupta; Monerah N. Al-Dubayan – Education and Training in Autism and Developmental Disabilities, 2024
The purpose of this study was to examine the effects of an online, multi-component intervention (video modeling, online mathematical games, self-monitoring checklists, and least to most prompting) in teaching mathematics skills to autistic secondary school students using a multiple probe design across skills. This study is unique from previous…
Descriptors: Mathematics Instruction, Secondary School Students, Autism Spectrum Disorders, Students with Disabilities
Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
Nardo, Aline; Gaydos, Matthew – Ethics and Education, 2021
In this paper we discuss the potential of digital games to create meaningful educational experiences that contribute to the learning of ethics in higher education (HE) Science, Technology, Engineering and Mathematics (STEM) degrees. We describe the design of a new digital ethics game with a focus on the challenges we encountered when applying…
Descriptors: Ethics, Educational Games, Teaching Methods, STEM Education
Pill, Shane; Hyndman, Brendon; SueSee, Brendan; Williams, John – Journal of Teaching in Physical Education, 2021
Purpose: The research applies a multidisciplinary perspective to create knowledge and insight about the opportunities that digital game design principles offer to physical education (PE) pedagogy. Methods: Data were initially collected through an appreciative inquiry (AI). AI offers an alternative research perspective to critical theory that has…
Descriptors: Physical Education, Video Games, Computer Games, Design
Lewallen, Kate – Knowledge Quest, 2019
Breakout boxes are similar to the escape rooms that have popped up all over the country in the past few years. In an escape room, you and your friends are locked in a room and given a scenario and a time limit. You must work together to solve a number of puzzles to get out of the room before time runs out. Breakout boxes center around boxes, each…
Descriptors: Teaching Methods, School Libraries, Library Materials, Inquiry
Jeanne Dobgenski; Maria Elisabette Brisola Brito Prado; Angélica da Fontoura Garcia Silva – International Electronic Journal of Mathematics Education, 2025
By integrating computational thinking (CT) based mathematical reasoning with early childhood education through programming a dinosaur game in Scratch, this study aims to enhance the pedagogical skills of pre-service teachers by using learning objects (LOs). Also, explores frameworks for LOs construction to align with pedagogical goals, emphasizing…
Descriptors: Mathematics Instruction, Teaching Methods, Outcomes of Education, Problem Solving
Amr M. Mohamed; Tahany S. Shaaban; Hassen Alazhar Jmaiel – Journal of Attention Disorders, 2024
Objective: The purpose of this study was to examine the perspectives of English as a Foreign Language Special Education teachers (EFLSE) regarding game-based learning approaches for addressing behavioral disorders in ADHD patients. Method: The study involved a sample (n = 131) of EFLSE teachers who completed a questionnaire to determine how…
Descriptors: Special Education Teachers, English (Second Language), Teacher Attitudes, Game Based Learning
Arnab, Sylvester; Clarke, Samantha; Morini, Luca – Electronic Journal of e-Learning, 2019
This article discusses the application of game design thinking as a learning process for scaffolding co-creativity in Higher Education based on the GameChangers initiative (gamify.org.uk) part-funded by the Higher Education Funding Council of England (HEFCE). Taking into account the relationship between play, technology and learning, the game…
Descriptors: Creativity, Video Games, Design, Teaching Methods
Ferguson, Sarah – Mathematics Teaching in the Middle School, 2019
Building sets, video games, and scatterplots may seem unrelated, but when they are combined into a problem-based learning (PBL) lesson, these elements join to create a unique learning experience. PBL lessons drive instruction by focusing learning and activities around a central challenge or question while providing a relevant, captivating, and…
Descriptors: Mathematics Instruction, Teaching Methods, Problem Based Learning, Problem Solving
Wood, Susannah M.; Szymanski, Antonia – Gifted Child Today, 2020
Gifted adolescents may identify as "gamers" who create avatars to navigate video games and cell phone apps. Avatars provide a unique venue through which gifted teens can explore the issues of self and identity in a critical time of their development. The purpose of this article is to (a) provide an overview of what avatars are, (b)…
Descriptors: Video Games, Self Concept, Telecommunications, Handheld Devices
Alvarez, Vivian – Knowledge Quest, 2017
Besides being a social experience, tabletop games can serve as intrinsic educational tools that tap into students' needs and interests, inspiring them to find motivation in applying new knowledge to their academic work. Why? Because, as with school, every game has a very specific set of rules by which participants must abide. Experiences with…
Descriptors: Learner Engagement, Public Libraries, Educational Games, Video Games
Walkington, Candace; Wang, Min; Nathan, Mitchell J. – Grantee Submission, 2019
Collaborative gestures in the mathematics classroom occur when multiple learners coordinate their bodies in concert to accomplish mathematical goals. Collaborative gestures show how cognition becomes distributed across a system of dynamic agents, allowing for members of groups of students to act and gesture as one. We explore ways high school…
Descriptors: Nonverbal Communication, High School Students, Video Games, Grade 9
Bell, Amanda; Gresalfi, Melissa – Technology, Knowledge and Learning, 2017
Digital games have demonstrated great potential for supporting students' learning across disciplines. But integrating games into instruction is challenging and requires teachers to shift instructional practices. One factor that contributes to the successful use of games in a classroom is teachers' experience implementing the technologies. But how…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Middle School Students
Weintrop, David; Holbert, Nathan; Horn, Michael S.; Wilensky, Uri – International Journal of Game-Based Learning, 2016
Video games offer an exciting opportunity for learners to engage in computational thinking in informal contexts. This paper describes a genre of learning environments called constructionist video games that are especially well suited for developing learners' computational thinking skills. These games blend features of conventional video games with…
Descriptors: Video Games, Constructivism (Learning), Computation, Thinking Skills
Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed.; Sampson, Demetrios G., Ed. – Cognition and Exploratory Learning in the Digital Age, 2022
This volume focuses on the implications of digital technologies for educators and educational decision makers that are not widely represented in the literature. The chapters contained in the volume are based on the presentations at the 2020 edition of the CELDA conference and cover multiple developments in the field such as deploying learning…
Descriptors: Educational Technology, Electronic Learning, Technology Integration, Teaching Methods