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He´ctor Garci´a-Ortega; Chloe´ Lhardy; Jesu´s Gracia-Mora; Armando Mari´n-Becerra; Miguel Reina; Antonio Reina – Journal of Chemical Education, 2022
Educational games have consistently proved that they are valuable didactic instruments, which can contribute to teaching and learning in an enjoyable background. In organic chemistry courses, considerable effort has been made to encourage the learning of nomenclature, an important topic, often perceived as complex, boring, and unconnected to other…
Descriptors: Organic Chemistry, Educational Games, Foreign Countries, Universities
Hayak, Merav; Avidov-Ungar, Orit – Technology, Pedagogy and Education, 2023
The qualitative research employed semi-structured interviews with 28 elementary school teachers to examine the types of knowledge they use to integrate digital game-based learning (DGBL) into their classrooms and the nature of their integration planning. The findings revealed that teachers use four types of knowledge: game knowledge, game…
Descriptors: Elementary School Teachers, Educational Games, Computer Games, Game Based Learning
Wang, Yi-Hsuan – Journal of Educational Computing Research, 2023
The study aimed to examine the learning effects of integrating various game elements into game-based learning materials to enhance learning for learners of different age groups. Two sets of game-based music learning materials were designed. The version with full game characteristics was developed with a narrative story, diverse game behaviors, and…
Descriptors: Gamification, Game Based Learning, Music Education, Program Effectiveness
What Works Clearinghouse, 2023
Teachers can use a variety of classroom management practices to help foster a classroom environment in which all students can learn. "Good Behavior Game" is a specific classroom management strategy that aims to improve social skills, minimize disruptive behaviors, and create a positive learning environment. Teachers place students into…
Descriptors: Classroom Techniques, Positive Behavior Supports, Educational Games, Intervention
What Works Clearinghouse, 2023
Teachers can use a variety of classroom management practices to help foster a classroom environment in which all students can learn. "Good Behavior Game" is a specific classroom management strategy that aims to improve social skills, minimize disruptive behaviors, and create a positive learning environment. Teachers place students into…
Descriptors: Classroom Techniques, Positive Behavior Supports, Intervention, Program Evaluation
Emily Loethen – ProQuest LLC, 2023
A critical aspect of reading fluently is the ability to respond to sight words quickly and accurately. Current interventions for sight word fluency include flashcards and taped words (TW). While effective, these interventions require extensive personnel resources and one-on-one implementation. This study evaluates a group-wide intervention, the…
Descriptors: Reading Fluency, Instructional Materials, Educational Games, Reading Instruction
Filippas, Alexandros; Xinogalos, Stelios – Education and Information Technologies, 2023
Serious games (SGs) about Chemistry have the potential to cope with challenges, such as students' low performance and lack of motivation for the subject. However, the majority of existing SGs for Chemistry have the form of educational applications infused with some elements of entertaining games. The aim of the study presented was to design and…
Descriptors: Educational Games, Science Education, Chemistry, Computer Oriented Programs
Kynigos, Chronis; Grizioti, Marianthi; Latsi, Maria – Digital Experiences in Mathematics Education, 2023
Classification is a complex process that involves scientific concepts and higher-order mental processes such as abstraction, generalization, and pattern recognition. Even though it is an important competence for understanding the world, dealing with data and information, and solving complex problems, the education system embeds just its simplest…
Descriptors: Classification, Thinking Skills, Mathematics Skills, Educational Games
Hemtasin, Chulida; See-Onjan, Chanidaporn – Higher Education Studies, 2023
The aim of this research was to study teachers' learning management experience in teaching science after the COVID-19 pandemic. The sample consisted of 66 senior pre-service science teachers, who carried out fieldwork in the school, and 53 in-service science teachers; the selection was conducted by purposive sampling. The instrument of this…
Descriptors: Teaching Experience, Science Education, COVID-19, Pandemics
Tao, Yingxu; Zou, Bin – Computer Assisted Language Learning, 2023
Technological progress has enhanced classroom gamification in a number of learning contexts. Kahoot! as a digital game-based learning platform is being increasingly integrated into teaching environments to facilitate effective classroom learning. The research focused on Chinese students' perceptions of using Kahoot! in classroom teaching in order…
Descriptors: Student Attitudes, Educational Games, Audience Response Systems, English (Second Language)
Sonsoles López-Pernas; Mohammed Saqr; Aldo Gordillo; Enrique Barra – Interactive Learning Environments, 2023
Learning analytics methods have proven useful in providing insights from the increasingly available digital data about students in a variety of learning environments, including serious games. However, such methods have not been applied to the specific context of educational escape rooms and therefore little is known about students' behavior while…
Descriptors: Learning Analytics, Educational Games, Student Behavior, Computer Uses in Education
Maria Samy William Yacoub; Amanda J. Holton – Journal of Chemical Education, 2023
Success in general chemistry requires active engagement with course material. COVID-19 accelerated the move to online courses, creating a crucial need for engaging course activities. The Mysterious Compound chemistry game was designed to engage undergraduate students in introductory chemistry concepts while allowing the instructor and students to…
Descriptors: Online Courses, Chemistry, Science Instruction, Educational Games
Kirsten E. Martin; Angus J. Koller; Eszter Boros – Journal of Chemical Education, 2023
Radioactive isotopes are an essential part of everyday life and an expanding area of research in the fields of medicine, catalysis, and energy. Here, we describe an educational activity that introduces the concept of radioactive decay and the corresponding benefits, risks, and safe handling strategies. Specifically, we have developed an…
Descriptors: Educational Games, Game Based Learning, Scientific Concepts, Safety
Sung Ho Yang; Jeong-Mo Choi – Journal of Chemical Education, 2023
The periodic table is a fundamental tool used in chemistry classes that allows students to systematically understand different types of elements and their physical and chemical properties. While many textbooks emphasize the historical process of classifying substances, they often superficially elucidate the achievements of chemists such as Dmitry…
Descriptors: Educational Games, Instructional Materials, Chemistry, Scientific Concepts
Shia J. Badajos; Trisha Kate E. Obsioma; Tharah Tibette W. Tungal; Angelo Mark P. Walag – Journal of Chemical Education, 2023
One approach that has been gaining significant attention among chemistry education scholars and practitioners is the employment of game-based learning to teach least-learned and difficult topics at various educational levels. One reason for this is that it promotes active, constructive learning and makes learning science a fun experience through…
Descriptors: Science Instruction, Chemistry, Game Based Learning, Educational Games

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