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Alanna L. Peebles; Maura N. Snyder – Communication Teacher, 2025
Higher education has witnessed a paradigm shift from the rapid rise of generative artificial intelligence (genAI). Basing its name on the television show, Are You Smarter Than a 5th Grader?, this single- class activity was designed to foster media literacy students' understanding of popular genAI tools. To compare and contrast the capabilities of…
Descriptors: Artificial Intelligence, Technology Uses in Education, Media Literacy, Digital Literacy
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Baszuk, Patricia A.; Heath, Michele L. – Journal of Education for Business, 2020
Instructional games in the classroom help to facilitate student engagement and utilize technology to help students prepare for exams. The purpose of this experiential learning exercise is to increase student engagement and understanding of course content using technology as a game in the classroom to increase exam scores. Human resource…
Descriptors: Tests, Educational Technology, Learner Engagement, Educational Games
Amy Shannon Cook; Steven P. Dow; Jessica Hammer – Grantee Submission, 2017
Classroom role-play is an interactive learning technique with a long history of success, but current attempts to augment it with technology limit the very interactions that make this technique successful. For example, digital roleplay games often engage individual students at a computer, rather than creating rich social interactions among…
Descriptors: Technology Uses in Education, Educational Games, Role Playing, Educational Technology
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Brouhle, Keith – Journal of Economic Education, 2011
This article discusses an innovative technique to teach strategic behavior in oligopoly markets. In the classroom exercise, students play the role of a firm that maximizes its profit given the behavior of other firms in the industry. Using classroom clickers to communicate pricing decisions, students explore first-hand the strategic nature of…
Descriptors: Economics Education, Microeconomics, Educational Games, Game Theory
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Fajaria, Indah – Advances in Language and Literary Studies, 2013
There are such myriad ideas upon English teaching-learning process. Everybody can share each fabulous idea through various media. One of fun English learnings that can motivate EFL students' eagerness to practice English easily is an outdoor class activity. This project could sometimes deals with an outbound activities which provide the numerous…
Descriptors: Foreign Countries, Educational Games, Outdoor Education, Class Activities
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Bergstrom, Theodore C. – Journal of Economic Education, 2009
The author describes techniques that he uses to interactively teach economics principles. He describes an experiment on market entry and gives examples of applications of classroom clickers. Clicker applications include (a) collecting data about student preferences that can be used to construct demand curves and supply curves, (b) checking…
Descriptors: Economics Education, Microeconomics, Introductory Courses, Technology Uses in Education