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Koh, Sam BoonKiat; Tai, Shueh Yee; Fung, Fun Man – Journal of Chemical Education, 2021
A gamified approach toward Viva voce was implemented in a postlab activity to evaluate students in teams. In a game-show manner, students in teams of three select from an array of anonymized options to reveal a random question. They then chose one member of the team to answer. The assessor evaluated the team by the side instead of facing the…
Descriptors: Science Instruction, College Science, Undergraduate Study, Science Laboratories
Talandron-Felipe, May Marie P.; Rodrigo, Ma. Mercedes T. – Research and Practice in Technology Enhanced Learning, 2021
The incubation effect (IE) is a problem-solving phenomenon composed of three phases: pre-incubation where one fails to solve a problem; incubation, a momentary break where time is spent away from the unsolved problem; and post-incubation where the unsolved problem is revisited and solved. Literature on IE was limited to experiments involving…
Descriptors: Problem Solving, Physics, Educational Games, Learning Processes
Salgo, Alexander; O'Shea, Galen; Hellemans, Kim; Davies, Jim – International Association for Development of the Information Society, 2021
We introduce an open-source game-like educational software that teaches users about how action potentials work. The Postsynaptic Simulator requires users to demonstrate understanding of neural mechanisms to progress through levels, each of which teaches a different aspect of neuron activity. [For the full proceedings, see ED621108.]
Descriptors: Open Source Technology, Educational Games, Simulation, Brain
Leah F. Rosenbaum – ProQuest LLC, 2021
Mathematics education, especially in school settings, is too often a disempowering experience for learners, who come away with the educationally and economically limiting impression that mathematics is not for them. I seek to broaden participation in mathematical practices by exploring the theoretical implications and design heuristics that can be…
Descriptors: Mathematics Activities, Scaffolding (Teaching Technique), Physical Activities, Mathematics Education
James S. Stigall Jr. – ProQuest LLC, 2021
The goal of this research was to design, develop, and evaluate VRI (Virtual Reality Instructional) and ARI (Augmented Reality Instructional) modules to supplement traditional education and training. The objectives of this research were to (1) design and develop the VRI modules for use in immersive and non-immersive environments; (2) evaluate those…
Descriptors: Computer Simulation, Supplementary Education, Instructional Design, Evaluation
Nathan Angell; Angela Gunder – OTESSA Conference Proceedings, 2021
Definitions of openness and open education abound, but with so many, how can we use them effectively to explore the openness of assignments, activities, classes, or programs? Open Learning Experience Bingo is a game that a group of collaborators have created to give people a way to surface and discuss the many different ways that educational…
Descriptors: Open Education, Educational Games, Learning Experience, Discussion (Teaching Technique)
Boon or Bane? An Investigation of Player Perspective Taking in a Computational Thinking Digital Game
Xi Lu – ProQuest LLC, 2021
Computational thinking (CT) is an analytical thinking approach to solving daily problems by utilizing fundamental concepts of computer science. In the past decade, CT has been regarded as an essential life skill to be taught to everyone, especially young learners. One overarching and unresolved issue related to including CT into the K-12…
Descriptors: Play, Perspective Taking, Computation, Thinking Skills
Andrew M. Phelps; Christopher A. Egert; Mia Consalvo – International Journal of Designs for Learning, 2021
This article describes the educational, operational, and practical implementation of an upper-division undergraduate studio-style course centered on the subject of game production. Specifically, the article addresses the course organization and processes, the institutional context for the course (i.e., its situated role in the larger curriculum),…
Descriptors: Undergraduate Students, Video Games, Educational Games, Computer Software
Matthew Bailly – Online Submission, 2025
This practitioner article presents a data-driven phonemic awareness intervention model designed for K-2 students in a rural Title 1 elementary school. The purpose of the project was to address foundational reading gaps among early learners, particularly in communities with limited preschool access, low graduation rates, and minimal family-school…
Descriptors: Elementary School Students, Kindergarten, Young Children, Grade 1
Gerardo Herrera; Lucía Vera; Patricia Pérez-Fuster; Arturo López-Fernández; Álvaro López; Ümit Savas-Taskesen; Nigel Newbutt – Educational Technology Research and Development, 2025
The increased availability of low-cost, standalone and immersive virtual reality (VR) can facilitate adoption in autism education. An immersive VR implementation of the individual work system (IWS) from the TEACCH® approach has the potential to be a safe and predictable environment for autistic learners with or without intellectual disability.…
Descriptors: Foreign Countries, Autism Spectrum Disorders, Students with Disabilities, Computer Simulation
Ai-Jou Pan; Yea-Tzu Yuan; Pao-Nan Chou – SAGE Open, 2025
In the current technology-driven era, digital game-based learning (DGBL) has emerged as a practical approach for enhancing mathematics achievement among young students. It is believed that digital drill-and-practice educational games can replace traditional pen-and-paper drills in mathematics education and have a better influence on incorporating…
Descriptors: Mathematics Education, Mathematics Instruction, Educational Games, Game Based Learning
Marcos Seldas; Luis M. García López – Curriculum Studies in Health and Physical Education, 2025
The aim of this work was to design and implement an effective hybridisation of two pedagogical models that would serve to overcome gender-related barriers to participation in games, based on a co-educational intervention and paying a special attention on the boys' influence for the girls' participation. First, we describe the process of creating…
Descriptors: Blended Learning, Gender Issues, Student Participation, Games
Victoria Pennington; Emily Howell; Lindsey W. Rowe; Nicole Ferguson-Sams; Mihaela Gazioglu; Kavita Mittapalli; Amlan Banerjee – Journal of Adolescent & Adult Literacy, 2025
In this design-based research study, in-service educators participated in a grant-funded professional development (PD) project to increase district capacity for multilingual learner instruction. Initial data indicated teacher comfort with technology but difficulty tailoring it to the unique multiliterate practices of culturally and linguistically…
Descriptors: Diversity Equity and Inclusion, Equal Education, Inservice Teacher Education, Faculty Development
Adem Koç; Sedat Kanadli – Journal of Science Education and Technology, 2025
This study used network meta-analysis to investigate the impact of the use of interactive learning environments (ILE) tools (augmented reality (AR), virtual reality (VR), mixed reality (MIX), and interactive digital games (GAME)) in science education on learning outcomes. A total of 53 primary studies were retrieved from the literature according…
Descriptors: Interaction, Cooperative Learning, Educational Environment, Outcomes of Education
Jiawen Liu; Rustam Shadiev – Education and Information Technologies, 2025
There is a growing body of research exploring the application of digital games in Digital Citizenship Education (DCE) to enhance learner engagement within the information society. However, not many studies have systematically reviewed published research on this important topic. To address this gap, the present study systematically reviews…
Descriptors: Literature Reviews, Elementary School Students, Middle School Students, Game Based Learning

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