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Williams-Pierce, Caro; Plaxco, David; Reimer, Paul N.; Simpson, Amber; Orrill, Chandra Hawley; Burke, James P.; Sinclair, Nathalie; Guyevskey, Victoria; Ellis, Amy B.; Dogan, Muhammed F. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2019
Mathematical play has a fairly short history, with strong roots further back in time (e.g., Papert, Montessori), and understanding the role of mathematical play from early childhood to adulthood is, as yet. unmapped. This working group will build on the success of last year's working group and continue to provide a community space to explore and…
Descriptors: Mathematics Instruction, Play, Mathematics Activities, Age Differences
Tanase, Madalina – Journal of Pedagogical Research, 2020
Demographic data show an increasingly diverse student population in all urban settings. This contrasts with the teacher force, which is predominately middle class, female, monolingual, and of European ancestry. This discrepancy adds complexity to an already complex profession. To bridge this cultural gap, researchers advocate for a change in the…
Descriptors: Culturally Relevant Education, Secondary School Teachers, Mathematics Teachers, Science Teachers
Types of Game-Based Learning in Education: A Brief State of the Art and the Implementation in Greece
Dimitra, Kirstavridou; Konstantinos, Kousaris; Christina, Zafeiriou; Katerina, Tzafilkou – European Educational Researcher, 2020
The interest towards game-based learning (GBL) is continuously growing worldwide. However, several countries still face difficulties to efficiently implement GBL approaches in their Educational Institutions. This literature review is focused on the identification of the main types of GBL approaches that have been recently implemented in…
Descriptors: Foreign Countries, Game Based Learning, Teaching Methods, Educational Games
Chan, Chung-Shing; Chan, Yat-hang; Fong, Tsz Heung Agnes – International Research in Geographical and Environmental Education, 2020
This paper introduces an e-Learning for urban tourism education through a scenario-based game of a hypothetical city. This scenario game set a good example to integrate components of e-Learning, gamification and scenario-based platform in tourism geography and planning education. This study evaluated the effectiveness of urban tourism scenario…
Descriptors: Urban Areas, Tourism, Game Based Learning, Teaching Methods
Wang, Yi Hsuan – Educational Technology & Society, 2020
The study integrated learning technology and various e-learning materials to assist teachers in conducting project-based learning for a science course. The activities were designed for learning science concepts such as circuits and the symbols of electricity firstly, and then for applying the concepts to produce a scientific toy. The study…
Descriptors: Games, Books, Electronic Publishing, Computer Simulation
Alonso-Fernández, Cristina; Martínez-Ortiz, Iván; Caballero, Rafael; Freire, Manuel; Fernández-Manjón, Baltasar – Journal of Computer Assisted Learning, 2020
Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with traditional (paper) prequestionnaires-postquestionnaires. We propose a combination of game learning analytics and data mining techniques to predict…
Descriptors: Case Studies, Teaching Methods, Game Based Learning, Student Motivation
Açikgül, Kübra; Aslaner, Recep – Education and Information Technologies, 2020
The aim of this study is to investigate the effects of GeoGebra Supported Micro Teaching Applications and TPACK Game Practices on the TPACK efficacy and self-efficacy perception levels of the prospective math teachers on polygons. The study was carried out using 2 × 2 factorial design. The study group comprised 88 prospective math teachers. The…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Technological Literacy
Goodwin, Amanda P.; Petscher, Yaacov; Jones, Sara; McFadden, Sara; Reynolds, Dan; Lantos, Tess – Grantee Submission, 2020
The authors describe Monster, PI, which is an app-based, gamified assessment that measures language skills (knowledge of morphology, vocabulary, and syntax) of students in grades 5-8 and provides teachers with interpretable score reports to drive instruction that improves vocabulary, reading, and writing ability. Specifically, the authors describe…
Descriptors: Computer Assisted Testing, Handheld Devices, Language Maintenance, Language Tests
Nurmukhamedov, Ulugbek, Ed.; Sadler, Randall, Ed. – TESOL Press, 2020
For young learners to adults, "New Ways in Teaching with Games" offers over 90 fresh activities -- each with video instruction -- that involve play and games that will enrich your EFL and ESL classrooms. This innovative volume: (1) Introduces traditional, online, and commercial games and explains how they can be used to practice…
Descriptors: Teaching Methods, Learning Activities, Video Technology, Play
Chiraz, Anane – International Society for Technology, Education, and Science, 2022
Since the COVID-19 Pandemic and the developing of online teaching, it was important to find some alternative teaching solutions to keep the learners motivated and focused on their learning processes. In this purpose, gamification, mainly "Kahoot," as well as some digital activities were introduced in my French as a foreign language…
Descriptors: Second Language Learning, Second Language Instruction, COVID-19, Pandemics
Pando Cerra, Pablo; Fernández Álvarez, Humberto; Busto Parra, Bernardo; Iglesias Cordera, Paula – Journal of Educational Computing Research, 2022
Game-Based Learning (GBL) is increasingly widespread as a learning technique in the engineering studies. However, this innovative methodology may be difficult to incorporate in some subjects due to their complex contents. This paper aims at combining traditional learning methodologies with game mechanics by using an ad-hoc gaming web environment…
Descriptors: Academic Achievement, Game Based Learning, Information Technology, Teaching Methods
Baydar, Askin – International Education Studies, 2021
The aim of this study is to determine pre-service primary teachers' opinions regarding the implementation of teams-games-tournaments (TGT). For this purpose, the action research method, which is one of the qualitative research methods, was employed. The study group in the research consisted of 30 students who attended Artvin Çoruh University…
Descriptors: Foreign Countries, Preservice Teachers, Elementary School Teachers, Student Attitudes
Capinding, Andie Tangonan – International Journal of Game-Based Learning, 2021
The study focused on the effect of teams-games-tournament (TGT) on mathematics performance, behavioral engagement, cognitive engagement, and motivation to learn mathematics of Grade 8 students. Experimental and descriptive methods of research were utilized. Findings revealed that there was no significant difference in the pre-test results of the…
Descriptors: Instructional Effectiveness, Mathematics Instruction, Mathematics Achievement, Teaching Methods
Battal, Ali; Afacan Adanir, Gülgün; Gülbahar, Yasemin – Journal of Educational Technology Systems, 2021
The computer science (CS) unplugged approach intends to teach CS concepts and computational thinking skills without employing any digital tools. The current study conducted a systematic literature review to analyze research studies that conducted investigations related to implementations of CS unplugged activities. A systematic review procedure…
Descriptors: Computer Science Education, Programming, Teaching Methods, Concept Teaching
Jalaluddin, Ilyana; Darmi, Ramiza; Ismail, Lilliati – Asian Journal of University Education, 2021
This repeated measure experiment study aimed to explore LINUS students or Low Achiever (LA) students' improvement in learning English language vocabularies using Mobile Augmented Visual Reality (MAVR). It specifically tried to analyse the effect of MAVR on the English vocabulary development of 45 primary school students from the LINUS programme in…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Elementary School Students

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