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Chernov, Victor; Klas, Sivan; Shaharabani, Yael Furman – Journal of Technology and Science Education, 2021
Technology-enriched lessons can contribute to improving student engagement and learning in engineering courses. In this study we systematically incorporated Kahoot!, a game-based response system, in two mandatory content-intensive undergraduate engineering courses. In both courses, short quizzes were incorporated regularly at the beginning of the…
Descriptors: Educational Technology, Educational Games, Engineering Education, Learner Engagement
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Parkes, Craig; Hemphill, Michael A. – Journal of Teaching in Physical Education, 2021
Purpose: To investigate the existence of fitness orientations among preservice teachers (PTs) and to identify what has influenced these orientations. Methods: The participants were 14 undergraduate PTs enrolled in a physical education teacher education games methods course in the Northeast United States. Qualitative data were collected through…
Descriptors: Preservice Teachers, Student Attitudes, Physical Fitness, Socialization
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Schmidt, Elizabeth K.; Dougherty, Megan; Robek, Natalie; Darragh, Amy; Hand, Brittany N.; Havercamp, Susan M.; Weaver, Lindy L.; Sommerich, Carolyn – American Journal of Sexuality Education, 2021
Sexuality education (SE) for individuals with intellectual and developmental disabilities is needed, but is sparse. Seven individuals with intellectual and developmental disabilities and two educators participated in a mixed method participatory design to iteratively refine nine learning activities for SE. We analyzed usability, usefulness, and…
Descriptors: Intellectual Disability, Developmental Disabilities, Sex Education, Learning Activities
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Mattlin, Mikael – Journal of Political Science Education, 2021
This article explores the hidden educational potential in the board game "Diplomacy." While commonly recognized as a good low-cost negotiation simulation and a useful teaching platform, the original game version over-emphasizes the conflictual nature of international relations and presents an image of international relations that is not…
Descriptors: Political Science, Teaching Methods, Educational Games, International Relations
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Wardoyo, Cipto; Satrio, Yogi Dwi; Narmaditya, Bagus Shandy; Wibowo, Agus – Cypriot Journal of Educational Sciences, 2021
Providing teaching and learning activities during the Covid-19 pandemic has been a global challenge, and the government has responded to this issue by conducting distance learning using technology. This study introduces and evaluates gamification learning in economics employing to enhance the students' achievements. This study elaborates on a new…
Descriptors: Foreign Countries, COVID-19, Pandemics, Economics Education
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Donkin, Rebecca; Rasmussen, Rosemary – Anatomical Sciences Education, 2021
The impact of the COVID-19 pandemic has presented challenges in medical education particularly, with development of online learning in a short time period. Notably there has been a significant increase in the use of digital technology applications to meet this challenge. For instance, in the first quarter of 2020 the game-based software Kahoot!…
Descriptors: Educational Technology, Game Based Learning, Educational Games, Anatomy
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Çelikler, Dilek; Kaçan, Sibel Demir; Yenikalayci, Nisa – International Journal of Progressive Education, 2021
Educational games can be used as an effective means of transferring knowledge in a fun way to complement education and training. The aim of the study was to develop a game and get students' opinions on the game that can be played in Organic Chemistry courses in order to teach the names of commonly used organic compounds with cyclic and aromatic…
Descriptors: Educational Games, Teaching Methods, Student Attitudes, Organic Chemistry
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Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – International Journal of Technology in Education and Science, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
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Yildiz, Selin; Zengin, Rasit – Journal of Science Learning, 2021
In this research the effects of educational digital games and in-class educational games on scientific process skills of 6 years old children were investigated. The research was carried out with 70 preschool children who were educated in a primary school in Turkey. In the research, quasi-experimental design was used. Within the scope of the…
Descriptors: Science Instruction, Instructional Effectiveness, Teaching Methods, Game Based Learning
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Rivera, Errol Scott; Garden, Claire Louise Palmer – Journal of Further and Higher Education, 2021
Gamification, the application of game elements to non-game situations, has gained traction in education as a mechanism for improving motivation and/or learning outcomes. Although it is widely accepted that gamification enhances these aspects of engagement in business and education settings, there is equivocal supporting evidence. Research has…
Descriptors: Teaching Methods, Educational Games, Learner Engagement, Higher Education
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Sendra, Anna; Lozano-Monterrubio, Natàlia; Prades-Tena, Jordi; Gonzalo-Iglesia, Juan Luis – International Journal of Game-Based Learning, 2021
This paper introduces the results of applying a gameful approach based on six playful activities as a tool to improve the learning process in higher education. A total of 850 students from different courses of Universitat Rovira i Virgili (Spain) were involved in the study. The strategy was evaluated through a participant observation (active and…
Descriptors: Game Based Learning, Educational Games, Role Playing, Simulation
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Gilham, Christopher Matthew; Wei, Yifeng; Kutcher, Stanley; MacIntyre, Catherine; MacCuspic, Sharon; Fougere, Wanda – McGill Journal of Education, 2021
This research investigated whether a mental health literacy resource could increase Grade 12 students' mental health literacy. Bachelor of Education students (N = 8) from a university in rural Atlantic Canada created a board game and mental health seminar based on the resource. They applied the resource through the board game and seminar to Grade…
Descriptors: Foreign Countries, Mental Health, Multiple Literacies, Undergraduate Students
Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – Grantee Submission, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
Chen Sun – ProQuest LLC, 2021
Computational thinking (CT) is an essential 21st century skill for people to succeed in the increasingly technological (and interconnected) world. Researchers have explored different interventions to teach students CT skills (e.g., Scratch and robotics), but digital game-based learning is relatively under-researched. A critical issue to address in…
Descriptors: Computation, Thinking Skills, Game Based Learning, Scaffolding (Teaching Technique)
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Parra-González, María Elena; Segura-Robles, Adrián; Moreno-Guerrero, Antonio José; López-Belmonte, Jesús – Journal of Technology and Science Education, 2022
Nowadays, we talk about the use of gamification in education, an active methodology that consists of the use of mechanics, design or game structures in class. When this type of methodology is used, the effort is rewarded, and it is used as a motivating tool in class. However, there is no valid or well-structured instrument to measure gamification…
Descriptors: Educational Games, Game Based Learning, Test Construction, Test Validity
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