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Shrager, Jeff – Journal of College Science Teaching, 2021
Practice effects are ubiquitous human phenomena that have been scientifically studied for over half a century. They are also among the most directly applicable psychological phenomenon, holding broad implications for any domain involving human expertise, and especially for education. Yet the details of how practice works to improve performance are…
Descriptors: Science Instruction, Teaching Methods, Class Activities, Educational Games
Pramono, Andy; Pujiyanto; Puspasari, Betty Dewi; Dhanti, Nadhifa Salmatia – International Journal of Instruction, 2021
The game application is one of the leading choices of cellular media users, according to a report from the Ministry of Communication and Information of Indonesia, at least 30 million are children and adults. However, there is a sharp perception that interactive games hinder children's education, which impacts lazy children to learn. This article…
Descriptors: Foreign Countries, Educational Games, Thematic Approach, Values Education
Clark, Daniel A.; Murphy, Walter – Teaching of Psychology, 2021
Psychology instructors have reported that it is common for students to not know how to cite sources correctly. Therefore, the authors created a classroom game to help students learn to cite sources in different scenarios. The game involved students submitting names of celebrities and fictitious dates of publication and then using those submissions…
Descriptors: Psychology, Guides, Citations (References), Teaching Methods
Yildiz, Emre – Science Education International, 2021
This research aimed to investigate the effect of the educational game method on the learning achievements of seventh-grade students with different learning styles. A case study was used in the research. The study group of the study consisted of 120 secondary school seventh-grade students studying in the central and rural areas of Erzurum. The Kolb…
Descriptors: Educational Games, Academic Achievement, Grade 7, Middle School Students
Yasar, Hüseyin; Kiyici, Mubin – International Journal of Technology in Education and Science, 2021
In the present study, the studies conducted on educational games between 1965 and 2019 were analyzed to determine the trends in research based on the year of publication, topic, publication type, country, target audience and the concepts included in the study title. In the study, 7141 studies that were accessed with "educational games"…
Descriptors: Educational Games, Educational Trends, Educational History, Periodicals
Pyman, Hannah; Sundsbø, Katrine – Journal of Information Literacy, 2021
This project report describes a playful approach to teaching copyright through a newly developed game entitled Copyright Dough. As copyright literacy has become increasingly important in scholarly communication, this paper explores how a more engaging teaching method is essential for getting researchers, students, academics, and library staff to…
Descriptors: Copyrights, Literacy, Teaching Methods, Educational Games
Brittany Schroeder – ProQuest LLC, 2021
Federal, state, and local entities prioritized addressing these academic deficiencies over the past several decades. An area of concern for teachers and families is multiplication. The two main purposes of this study are to (1) to determine how multiplication achievement and strategy use change from beginning to end of Bilingual Family Math Club,…
Descriptors: Mathematics Education, Multiplication, Mathematics Achievement, Bilingualism
John L. Nietfeld; Kristin F. Hoffmann – Journal of Computer Assisted Learning, 2024
Background: Goal setting has been established in the literature as a critical component of self-regulated learning and for effective problem-solving. Yet, surprisingly little attention has been focused on goal-directed behaviour in digital game-based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The…
Descriptors: Game Based Learning, Educational Environment, Goal Orientation, Electronic Learning
Yu-Chi Chen; Huei-Tse Hou – Journal of Educational Computing Research, 2024
Technologies like ChatGPT and other AI tools have impacted learning by giving students more chances to ask questions and explore knowledge. The inclusion of Non-Player Characters (NPCs) as scaffolding in game-based situated learning activities can have a positive impact on learning. The application of ChatGPT to role-playing has potential;…
Descriptors: Educational Games, Artificial Intelligence, Natural Language Processing, Scaffolding (Teaching Technique)
Mauricio E. Reyes; Ricardo Cruz; Ivan Meza – Interactive Learning Environments, 2024
In this work, we study the feeling of membership in undergraduate students who interact with their higher education institution through a virtual environment. We explore the "Centro de Investigaciones en Diseño Industrial" (CIDI) case, in which a virtual environment was built using the Roblox platform to enhance the online experience…
Descriptors: Foreign Countries, Undergraduate Students, Distance Education, Electronic Learning
Erlina; Dylan P. Williams; Chris Cane; Hairida; Maria Ulfah; Azwa F. Wafiq – Chemistry Education Research and Practice, 2024
The range of abstract concepts encountered when learning chemistry and the inability of students to make connections between the macroscopic, sub-microscopic, and symbolic representations, used in chemistry teaching, are believed to be the main reasons for students' difficulty when learning chemistry. Prediction and determination of molecular…
Descriptors: Foreign Countries, College Freshmen, Chemistry, Science Instruction
Kirsi Syynimaa; Kirsi Lainema; Timo Lainema – International Journal of Technology in Education, 2024
The application of digital game-based learning (GBL) methods has lately received more attention in higher education (HE). An extensive body of previous investigations has recognised the potential of instructional games to advance the learning of appropriate work life skills. However, there seems to be a lack of understanding in the current…
Descriptors: Foreign Countries, Undergraduate Students, Game Based Learning, Educational Games
Gulnoza Yakubova; Briella Baer Chen; Stuti Gupta; Monerah N. Al-Dubayan – Education and Training in Autism and Developmental Disabilities, 2024
The purpose of this study was to examine the effects of an online, multi-component intervention (video modeling, online mathematical games, self-monitoring checklists, and least to most prompting) in teaching mathematics skills to autistic secondary school students using a multiple probe design across skills. This study is unique from previous…
Descriptors: Mathematics Instruction, Secondary School Students, Autism Spectrum Disorders, Students with Disabilities
Mario Wolf; Michael Montag; Heinrich Söbke; Florian Wehking; Christian Springer – Electronic Journal of e-Learning, 2024
Escape rooms are an established game genre that has become popular in educational contexts in recent years. Digital escape rooms are variations, which use digital environments and may be played by participants not present on site. Compared to physical escape rooms, digital escape rooms are characterised by lower implementation and application…
Descriptors: Computer Simulation, Web Sites, Educational Games, Puzzles
J. T. McKeever; L. E. Runceanu – Physical Education and Sport Pedagogy, 2024
Background: Combining Game-Based Approaches, video feedback, and debate of ideas "(débat d'idées)" constitutes an emerging field within pedagogical literature in Physical and Health Education. Nevertheless, more work is needed to understand how this digital tool can be effectively integrated into the teaching and learning process.…
Descriptors: Educational Games, Video Technology, Visual Aids, Student Centered Learning

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