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Quintas, Alejandro; Bustamante, Juan-Carlos – Physical Education and Sport Pedagogy, 2023
Background: Exergames are a new socio-technological phenomenon consisting of digital motor games that aim to stimulate players' motor skills. The physical-motor component of exergames has been well studied, but knowing more about their possible psychological effects in the school context is interesting to promote physical exercise practice.…
Descriptors: Gamification, Educational Games, Video Games, Psychomotor Skills
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Wehmanen, Kyle W.; Cottet-Puinel, Felix E.; Hampton, Tyler C.; Hamlin, Gwyn T.; Wedig, Isaac J.; Elmer, Steven J. – Advances in Physiology Education, 2023
We developed a hands-on activity using the game Jenga to demonstrate the links between health behaviors, chronic and infectious diseases, and community well-being and resilience. For the activity, K-12 students worked together in small teams (4-8 students) and were given two Jenga towers ("tower A" and "tower B"), each…
Descriptors: Elementary School Students, Secondary School Students, Health Behavior, Resilience (Psychology)
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Yañez, Alma Gloria Barrera; Alonso-Fernández, Cristina; Fernández-Manjón, Baltasar – Education and Information Technologies, 2023
Violence and discrimination against women are serious problems that affect today's society regardless of culture or social environment. Educational and government programs addressing these gender issues are difficult to scale up, insufficient or, in some cases, nonexistent. Digital resources can contribute to address discrimination against women…
Descriptors: Sex Fairness, Video Games, Computer Oriented Programs, Simulation
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Hernández-Pérez, Manuel; Pérez-Sirvent, Carmen; Martínez Sánchez, María-José; Jordán González, Esteban – Applied Environmental Education and Communication, 2023
LIFE-AMDRYC4 (2021) is a VR application designed for mobile phones combining informational design and gamification to stimulate critical reflection and awareness about agricultural practices and their effects on the environment. Agile production frameworks and researchers' input in the design are discussed. A Likert-based questionnaire was…
Descriptors: Visualization, Climate, Environmental Education, Educational Games
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Kara, Ersin; Cagiltay, Kursat – Educational Technology & Society, 2023
This paper reports on the design and development of educational games and materials that utilize affordable e-textile technology. The researchers employed a design-based approach whereby preschool children used three e-textile materials in two cycles to inform on the development of interactive materials from ordinary objects and bodily interactive…
Descriptors: Educational Games, Design, Educational Technology, Preschool Children
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Özer, Zeynep; Demirbatir, Rasim Erol – European Journal of STEM Education, 2023
STEAM is an interdisciplinary educational approach. Based on the idea that different disciplines can meet on a common ground, the STEAM approach aims to give students the habit of working together, to provide rich learning experiences and to focus on real-world problems. This study investigates STEAM-based digital learning applications used in…
Descriptors: STEM Education, Art Education, Music Education, Interdisciplinary Approach
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Emerson, Amanda; Pickett, Michelle; Moore, Shawana; Kelly, Patricia J. – Prevention Science, 2023
Despite a robust field of study in healthy romantic relationship education and risk prevention interventions that employ traditional forms of delivery, the field of digital health interventions (DHIs) in healthy relationship programming for adolescents remains undefined. The purpose of this scoping review was to summarize the scope of published…
Descriptors: Health Promotion, Dating (Social), Intimacy, Adolescents
Bisz, Joe; Mondelli, Victoria L. – Teachers College Press, 2023
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: (1) Ask where to apply the play; (2) List the mental moves;…
Descriptors: Design, Active Learning, Educational Games, Game Based Learning
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Putri Sekar Melati; Eka Cahya Prima; Eliyawati – Journal of Science Learning, 2023
The topic of the Human Reproductive System integrated with comprehensive sex education was selected for this research because the concept of the human reproductive system is highly related to daily life. This study aims to develop an Android game application named "HUPROSED" for learning media on human reproductive system topics…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Educational Technology
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Stephen Hackler; Emily Elliott; Mark Eichenlaub; Alison M. Sweeney – Physical Review Physics Education Research, 2023
The increasing and diversifying student enrollments in introductory physics courses make reliable, valid, and usable instruments for measuring student skills and gains ever more important. In introductory physics, in addition to teaching facts about mechanics, we also seek to teach our students the skills of "thinking like a physicist,"…
Descriptors: Physics, Science Instruction, Thinking Skills, Test Construction
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Karatas, Zhomart; Mailybaeva, Gulmira; Tokzhanova, Aigul; Turebayeva, Klara; Duisenbayev, Abay; Kazetova, Aliya – International Journal of Education in Mathematics, Science and Technology, 2023
In this study, current issues related to Kazakh children's games were examined and the importance of games on Kazakhstan's culture was discussed. While determining the experimental and control groups in the study, 105 pupils from the 4th grade of two primary schools in Kazakhstan, who were determined by unbiased assignment, were assigned to 2…
Descriptors: Academic Achievement, Cultural Influences, Values, Elementary School Students
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Be´atrice Roy; Ste´phan Gasca; Jean-Yves Winum – Journal of Chemical Education, 2023
This article reports the development of Chem'Sc@pe, an escape game activity for first- and second-year undergraduate students, covering various topics from an introductory organic chemistry course. The objective was to encourage them to review notions learned in class in a fun and collaborative environment. The set comprises a game board…
Descriptors: Foreign Countries, Undergraduate Students, Chemistry, Science Instruction
Jenny Yun-Chen Chan; Avery H. Closser; Vy Ngo; Hannah Smith; Allison S. Liu; Erin Ottmar – Grantee Submission, 2023
Background: Prior work has shown that middle school students struggle with algebra and that game-based educational technologies, such as DragonBox and From Here to There!, are effective at improving students' algebraic performance. However, it remains unclear which aspects of algebraic knowledge shift as a result of playing these games and what…
Descriptors: Game Based Learning, Educational Technology, Mathematics Education, Algebra
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Sunny Kwok; Rachel Childers – Biomedical Engineering Education, 2023
Commercial escape rooms have grown in popularity as an enjoyable experience that also doubles as an exercise in communication and collaboration. Educators can take advantage of these natural qualities to engage and support students in a low-stress learning environment. The primary goal of this study is to share the development and application of…
Descriptors: Educational Games, Biomedicine, Engineering, Program Development
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Olajumoke Salami; Erica Dorethea Spangenberg – Journal of Mathematics Education at Teachers College, 2024
Playing mathematical games helps many senior secondary school students--especially girls--acquire basic mathematical skills, but it can be difficult. Thus, this study examined how gender-related mathematical gameplay affects secondary school students' performance. The design of the study was quasi-experimental. Purposively, a sample of fifty…
Descriptors: Educational Games, Game Based Learning, Secondary School Students, Mathematics Instruction
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