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Ardi, Priyatno; Rianita, Elvira – Teaching English with Technology, 2022
Student engagement is paramount for the success of EFL learning. This paper explores how the leverage of a game-based learning platform, Kahoot!, into EFL grammar learning and teaching boosted student engagement. One grammar lecturer and 22 English-major students participated in this qualitative case study. Data were obtained through observations,…
Descriptors: Learner Engagement, English (Second Language), Second Language Learning, Second Language Instruction
Moore-Russo, Deborah; Wiss, Andrew; Grabowski, Jeremiah – College Teaching, 2018
In this article, we provide a commentary on the current state of gamification in higher education by reviewing the research literature, noting a lack of research focused on the design of gamified postsecondary courses. To address this issue, we discuss four potential pitfalls instructors may encounter when designing gamified learning activities.…
Descriptors: Educational Games, Higher Education, Instructional Design, Learning Activities
West, John – Australian Primary Mathematics Classroom, 2018
The author showcases a number of readily available and affordable resources that may be used in mathematics classrooms to provide students with concrete learning experiences. Resources, alone, do not provide educational experiences unless they are accompanied by appropriate teaching to ensure rich and connected learning experiences.
Descriptors: Mathematics Instruction, Manipulative Materials, Teaching Methods, Fractions
Bossavit, Benoît; Pina, Alfredo; Sanchez-Gil, Isabel; Urtasun, Aitziber – Educational Technology & Society, 2018
Museums usually look for new educational tools to enhance their exhibition. The Oteiza's museum in Navarre (Spain) especially gives importance to the dissemination of Jorge Oteiza's work to children at schools. Consequently, a didactics section was created with the objective of developing activities and relationship with schools. Jorge Oteiza…
Descriptors: Educational Games, Museums, Foreign Countries, Elementary School Students
Kluver, Daria B.; Robertson, Wendy M.; Agardy, Rachael – Journal of Geoscience Education, 2018
A clear understanding of climate change and its impacts on society is an integral component of scientific literacy today. However, college students in introductory and lower division science courses often struggle to connect with this material in a meaningful way when they do not see how it is relevant to their daily lives. To address this…
Descriptors: Climate, Educational Games, Introductory Courses, Role Playing
O'Roark, Brian; Grant, William – Journal of Economic Education, 2018
The valuable insights of game theory sometimes remain out of reach for students who are overwhelmed by the subject's complexity. Comic book applications of game theory, with superheroes as players, can facilitate enthusiasm and classroom interaction to enhance the learning of game theory. Drawing from content in superhero movies and books, the…
Descriptors: Game Theory, Teaching Methods, Cartoons, Picture Books
Pill, Shane; Hyndman, Brendon – Journal of Teaching in Physical Education, 2018
In a games-based approach, the idea of understanding is located within the concept of games as decision-laden, problem-solving contexts. However, the concept of "understanding" is largely implicit in much of the germane literature. We are arguing for a more deliberate framework to approach the concept of understanding. We propose that…
Descriptors: Educational Games, Teaching Methods, Problem Solving, Decision Making
Brown, Joseph M. – Journal of Political Science Education, 2018
Instructors may be reluctant to adopt simulations because of time, labor, or material constraints, or perceived incompatibility with large classes. In fact, simple games can cover multiple key concepts with minimal time and effort by the instructor. Simple games are also adaptable to other topics and classes, including large lectures. This article…
Descriptors: Educational Games, Climate, Ecology, Simulated Environment
de Voogt, Alex; Rougetet, Lisa; Epstein, Nathan – Mathematics Teacher, 2018
Some research has suggested the use of mancala games in mathematics education. The immediate concepts associated with playing mancala games have been limited to counting as well as addition and subtraction, so the potential of mancala has remained limited to primary school education. This proposed adaptation of a mancala game allows for teaching…
Descriptors: Educational Games, Mathematics Instruction, Secondary School Mathematics, High Schools
Bayeck, Rebecca Yvonne – Cambridge Journal of Education, 2018
Studies of African indigenous games often focus on a specific game or on games from different regions. This article, rather, examines five popular African board games in order to find the similarities and differences among these games. The analysis shows similarities among them. However, these similarities do not necessarily mean that these games…
Descriptors: Educational Games, Blacks, Foreign Countries, Cultural Context
Paul, Rik; Ponnam, Abhilash – Decision Sciences Journal of Innovative Education, 2018
Services are intangible in nature. For a marketing educator, it is difficult to illustrate to students the means of creating favorable customer experiences through standard lectures or case studies in a services context, considering this intangibility property. This paper describes a simple role playing game that uses the Chinese puzzle 'Tangram'…
Descriptors: Consumer Education, Retailing, Distributive Education, Business Administration Education
Jayman, Michelle; Ventouris, Annita – Educational & Child Psychology, 2020
Aim(s): Play contributes uniquely to effective learning and the development of children's socio-emotional skills. This study investigated "Book of Beasties": A school-based, socio-emotional intervention centred around a card game which aims to improve children's emotional literacy and wellbeing through playful learning. Exploratory…
Descriptors: Educational Games, Wellness, Elementary School Students, Foreign Countries
Rebelo, Sofia; Isaías, Pedro – Journal of Information Technology Education: Research, 2020
Aim/Purpose: As e-Learning becomes increasingly pervasive, students' engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement.…
Descriptors: Educational Technology, Electronic Learning, Learner Engagement, Game Based Learning
Piñero Charlo, José Carlos – Education Sciences, 2020
The curricular perspective based on teaching processes which takes formal mathematical knowledge as a starting point has been severely criticized. This traditional perspective considers that the formal mathematical knowledge has to be taught prior to the application so, once taught, it can be used to solve problems. Along with this criticism,…
Descriptors: Educational Games, Game Based Learning, Mathematics Education, Learning Processes
Martindale, Rowan C.; Weiss, Anna M. – Journal of Geoscience Education, 2020
Incorporating games in teaching can help students retain material and become innovative problem solvers through engagement and enjoyment. Here we describe a new board game, "Taphonomy: Dead and Fossilized," and its use as an active learning tool (material available at doi: 10.18738/T8/NQV2CU). The educational objective is to teach the…
Descriptors: Educational Games, Science Education, Paleontology, Undergraduate Students

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