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Jane Ferns; Natasha Hawkins; Alexandra Little; Mohammad Hamiduzzaman – Innovations in Education and Teaching International, 2024
Interprofessional education is a key component of preparing health professional students to become collaborative practice-ready graduates. In the design and delivery of activities, educators seek ways to enhance student participation and learning with the goal of developing students' collaborative practice capabilities. Traditionally, learning…
Descriptors: Educational Games, Puzzles, Interprofessional Relationship, Professional Education
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Angela L. Mahaffey – HAPS Educator, 2024
This article details a 'puzzling' teaching and learning method to engage undergraduate nursing (BSN) and exercise sciences (BSES) students in physiology or medicine Nobel Prize-winning discoveries, while reviewing course material through the "Puzzling Physiology and Nobel Laureates" (PPNL) game. The qualitative evaluations of 117…
Descriptors: Undergraduate Students, Physiology, Nursing Education, Majors (Students)
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Bojan Lazarevic; Maja Stojanovic; Jelena Pisarov; Nemanja Bojanic – Journal of Baltic Science Education, 2024
This study examined the impact on the motivation of students toward learning physics upon applying the Nikola Tesla Center (NTC) learning system. The research was conducted using a quasi-experiment with a pretest-posttest non-equivalent control group design. The participants considered were a large group of 1371 students, from various grades and…
Descriptors: Learning Motivation, Science Education, Physics, Science Instruction
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Dhabih V. Chulhai – Journal of Chemical Education, 2024
We present a tool, one that is both a stand-alone web-based video game and a Python package, designed for students to explore a particle's wave function on one-dimensional potential surfaces. The tool relies on a basis set formalism and can, therefore, explore any one-dimensional potential surface imaginable. This tool also lets students interact…
Descriptors: Science Instruction, Teaching Methods, Technology Uses in Education, Educational Games
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Samoekan Sophonhiranrak; Putthachat Angnakoon; Sarunwit Promsaka Na Sakonnakron; Yada Atanan; Tida Tubpun – International Association for Development of the Information Society, 2024
The Friedrich Naumann Foundation and the King Prajadhipok's Institute in Thailand created the educational board game PeaceSoCracy, based on the online game available on the Tabletopia platform. The purpose of this board game is to encourage non-violent communication and an empathetic mind. Each process in the game play delivers more than just…
Descriptors: Educational Games, Interpersonal Communication, Empathy, Communication Skills
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Adem Dogan; Serap Kütükçü – International Online Journal of Primary Education, 2024
Students with dyscalculia often face significant challenges in visual memory, which is critical for mathematical learning, particularly in recognizing and differentiating geometric shapes and their properties. This study aims to explore the extent to which an action plan, tailored to the unique learning characteristics of students with…
Descriptors: Students with Disabilities, Learning Disabilities, Mathematics Instruction, Memory
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Havva Yaman; Carla Sousa; Pedro Pinto Neves; Filipe Luz – Electronic Journal of e-Learning, 2024
In addition to being a fundamental part of human culture, games are also important for social interaction, personal growth, and development. These premises have led to a growing body of research on game-based learning (GBL) as a pedagogical advance in both formal and informal education. Even though GBL has many potential benefits, some challenges…
Descriptors: Game Based Learning, Educational Games, Teacher Attitudes, School Policy
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Jeffrey Kramer Bye; Jenny Yun-Chen Chan; Avery H. Closser; Ji-Eun Lee; Stacy T. Shaw; Erin R. Ottmar – Journal of Numerical Cognition, 2024
Students often perform arithmetic using rigid problem-solving strategies that involve left-to-right-calculations. However, as students progress from arithmetic to algebra, entrenchment in rigid problem-solving strategies can negatively impact performance as students experience varied problem representations that sometimes conflict with the order…
Descriptors: Middle School Students, Middle School Mathematics, Arithmetic, Mathematics Skills
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Jose´ Nunes da Silva Ju´nior; Maria Elenir Nobre Pinho Ribeiro; Antonio Jose´ Melo Leite Junior; Maria Clara de Oliveira Alexandre; Francisco Serra Oliveira Alexandre; Andre´ Jalles Monteiro – Journal of Chemical Education, 2024
This work provides information about the design, implementation, and assessment of the instructional role of a bilingual (English and Portuguese) web-based board game designed to assist Brazilian Mechanical Engineering undergraduate students in reviewing the content related to thermodynamics, chemical equilibrium, and chemical kinetics. The game…
Descriptors: Educational Games, Web Sites, Chemistry, Science Education
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Dhanush S. Bejjarapu; Yize Chen; Jiyan Xu; Eric Shaffer; Nishant Garg – Journal of Chemical Education, 2024
Recent advancements in computer graphics and hardware have driven the resurgence of virtual reality (VR). Past literature has reported the use of VR in education, especially for teaching spatially complex concepts. However, there are limited data available on the precise role of VR game design elements. In this study, we introduce a new VR game,…
Descriptors: Physical Sciences, Chemistry, Computer Simulation, Educational Games
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Yüceant, Metin – Education Quarterly Reviews, 2022
Educational games are activities that enable individuals of learning age to reinforce their knowledge by repeating what they have learned in an environment where they feel comfortable. Educational games contribute to the development of the individual in many areas as well as cognitive, affective, psycho-motor and social development. In this…
Descriptors: Teacher Attitudes, Self Efficacy, Educational Games, Gender Differences
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Sunday, Kissinger; Wong, Seng Yue; Samson, Balogun Oluwafemi; Sanusi, Ismaila Temitayo – Education and Information Technologies, 2022
Learning object oriented programming (OOP) has been a daunting and challenging task for students across tertiary institutions in Nigeria. Various literatures have suggested the use of technology as a way to improve students' understanding of the subject. In this study, the overall aim is to investigate the effect of Imikode- a virtual reality (VR)…
Descriptors: Foreign Countries, College Students, Computer Simulation, Programming
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da Silva Ju´nior, Jose´ Nunes; Castro, Guilherme de Lima; Melo Leite Junior, Antonio Jose´; Monteiro, Andre´ Jalles; Alexandre, Francisco Serra Oliveira – Journal of Chemical Education, 2022
We designed the current gamification strategy for an undergraduate introductory organic chemistry course to enhance the student engagement. We implemented it in two classes from the Pharmacy and Chemistry courses using several gaming elements: attendance, punctuality, game-based applications, board games, knowledge tournament, video classes, and…
Descriptors: Game Based Learning, Undergraduate Students, Introductory Courses, Organic Chemistry
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Free, Nicholas; Menendez, Hector M., III; Tedeschi, Luis O. – Education and Information Technologies, 2022
The lack of real-life experiences, such as handling livestock at a production facility (e.g., ranch), exists for a variety of reasons such as availability, liability, time, and cost, amongst others. As more students enter undergraduate animal science programs without prior exposure to animal handling, the necessity for more hands-on, real-life…
Descriptors: Educational Games, Animal Husbandry, Experiential Learning, Undergraduate Students
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Luo, Zhanni – Education and Information Technologies, 2022
Gamification refers to the use of game-design elements or mechanisms in non-game contexts to promote the expected behaviours. Though theoretically promising, empirical studies reported mixed results as to the effectiveness of gamification in educational practices. To understand this issue better, this author selected 44 articles on the topic of…
Descriptors: Game Based Learning, Program Effectiveness, Educational Games, Computer Games
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