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Urban, Alex – Technology, Knowledge and Learning, 2023
Object-based learning includes the active incorporation of historic artifacts into educational environments, which may yield meaningful learning experiences. However, gaining access to artifacts and coordinating object-based curricula with museum staff pose immense challenges to educators. Furthermore, digital representations of historic artifacts…
Descriptors: History Instruction, Educational Games, Museums, Video Games
Myers, Christina; Piccolo, Lara; Collins, Trevor – Journal of Learning for Development, 2023
Digital games can be used as educational tools for tackling structural inequalities and promoting social justice. Designing games with these purposes is a complex task that requires a myriad of combined expertise, including games' mechanics, software development, educational game design, pedagogy and knowledge of the educational topic (which can…
Descriptors: Educational Games, Social Change, Instructional Design, Democratic Values
Xiaotong Yang – ProQuest LLC, 2023
This study employed a pretest-posttest control group experimental design to investigate the impact of self-explanation prompts on content learning in the game-based context. Additionally, it explored the effectiveness of different delivery timings for the prompts--either during or after gameplay--in enhancing students' cognitive engagement in…
Descriptors: Educational Games, Grade 10, High School Students, Foreign Countries
Aysegül Nihan Erol Sahin; Zeynep Hamzacebi; Bahtiyar Güler; Batuhan Ayyildiz – Online Submission, 2023
One of the most significant objectives of the learning and teaching processes is to achieve meaningful learning for the individual; in line with this objective, educators are searching for various methods to accomplish meaningful learning and make it enduring. Following the present age, the sought-after and essential qualified human profile should…
Descriptors: Thinking Skills, Active Learning, Educational History, Grade 8
Liping Li; Tong He – Journal of Chemical Education, 2023
Learning in chemistry laboratories has long been challenging due to the complex nature of the learning environment and tasks that students engage with. Therefore, it is important to develop useful tools for prelab and follow-up activities besides the hands-on lab time for better management of the learners' cognitive load. In this paper, we…
Descriptors: Chemistry, Science Instruction, Cognitive Ability, Educational Games
Nordin, Noradila; Nordin, Nur Rasyidah Mohd.; Omar, Wafa – Asian Journal of University Education, 2022
The use of technology in education is believed to enhance students' learning experience. Technology such as Augmented Reality (AR) is increasingly used in the classroom through the use of gamification. This study aims to examine students' experience in using a board game with web-based Augmented Reality named REV-OPOLY in their learning.…
Descriptors: Educational Games, Electronic Learning, Computer Simulation, Undergraduate Students
Li, Jun; Yang, Ming An; Xue, Zi Hao – Journal of Chemical Education, 2022
Chemistry education games are helpful tools in chemistry classes, although their design and production are challenging. It is acknowledged that the number of chemical equations is enormous and varied, so it is rather difficult for beginners to memorize equations within a limited time. In a sense, beginners' interest in exploring chemistry is…
Descriptors: Game Based Learning, Chemistry, Educational Games, Instructional Effectiveness
Sperling, Alissa; Kruger, Ellen; Martin, James – Physics Teacher, 2022
Students experience current electricity every day in our wired world, yet the circuit problems that students work through in physics class can seem far removed from the common experience of switching on a light bulb. However, current electricity provides many opportunities to engage students in hands-on learning. Through circuit construction,…
Descriptors: Science Instruction, Introductory Courses, Energy, Electronic Equipment
Yesengazyevna, Sagimbayeva Ainur; Niyetbayeva, Nadira; Tassuov, Bolat; Kalima, Tuyenbayeva; Bekbulatovna, Arystanova Assel – Cypriot Journal of Educational Sciences, 2022
The purpose of this research is to get students' opinions on teaching programming to students with the help of educational games in the conditions of additional education in computer science. In order to carry out the study in accordance with the main purpose, the phenomenological approach, one of the qualitative research methods, was used. The…
Descriptors: Computer Science Education, Educational Games, College Students, Student Attitudes
Haun, Phil; O'Hara, Michael – Journal of Political Science Education, 2022
This article describes a simple two-player game which illustrates basic concepts of brinkmanship, to include calculations of probability and expected outcomes, and risk-taking profiles. The game befits a single 50-minute class period with introduction, gameplay, and discussion. The game can supplement the study of conflict from classic Cold War…
Descriptors: Educational Games, Risk, Probability, Class Activities
A Gamified Method for Construction Engineering Education: Learning through Guided Active Exploration
Mohammad Ilbeigi; Diana Bairaktarova; Romina Ehsani – Journal of Civil Engineering Education, 2024
Experiential learning through active exploration can play a vital role in fostering critical thinking and problem-solving skills in engineering education. However, the complex nature of the construction industry in the 21st century cannot afford an education through trial and error in a real environment. This case study aims to promote…
Descriptors: Gamification, Educational Games, Engineering Education, Active Learning
Angelina G. González Peralta; Mario Sánchez Aguilar – Pedagogical Research, 2024
This article presents a study investigating the use of games in undergraduate mathematics instruction, with a specific focus on students' perspectives regarding post-instructional quiz games. The study explores students' opinions on the implementation of a linear algebra quiz game as a supplementary learning tool. A survey was administered to 78…
Descriptors: Educational Games, College Mathematics, Undergraduate Students, Student Attitudes
Valérie-D. Berner; Frank Niklas; Maria-Aikaterini Chatzaki; Katja Seitz-Stein – Educational Psychology, 2024
Empirical research highlights the benefits for the development of children's mathematical competencies when they play linear number board games with dice and receive feedback. We, therefore, investigated mathematical competencies in two training studies with six sessions and a 3 × 2 design. The sample in the first experiment consisted of N = 79…
Descriptors: Mathematics Skills, Educational Games, Elementary School Students, Foreign Countries
Jeremy St. John; Karen St. John – Journal of Information Systems Education, 2024
This study provides an overview of efforts to improve experiential learning outcomes by integrating the curriculum of an upper-level Project Management (PM) course with an Introductory Programming (IP) course using a game-making project. Students in the PM course applied PM methods and techniques while supervising teams of students in the IP…
Descriptors: Experiential Learning, Peer Teaching, Programming, Program Administration
Mei-Shiu Chiu – Education and Information Technologies, 2024
This study aims to understand teachers' opinions toward a framework of affect-focused mathematics teaching and its use in real and virtual classrooms. The participants were 11 school teachers from diverse backgrounds (mostly teaching mathematics). Before the interview, the teachers viewed an introduction to the framework and the teaching materials…
Descriptors: Teacher Attitudes, Psychological Patterns, Mathematics Instruction, Mathematics Teachers

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