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Tsebo Kgoto Matsekoleng; Tomé Awshar Mapotse; Mishack Thiza Gumbo – Diaspora, Indigenous, and Minority Education, 2024
This conceptual study explores the role that indigenous games can play in teaching Technology Education (TE) while integrating Environmental Education (EE). Relevant literature is reviewed to achieve this aim. Indigenous games can assist TE teachers in their teaching while also shaping learners' attitudes toward the environment. Waste, among other…
Descriptors: Foreign Countries, Elementary Education, Indigenous Knowledge, Games
Brad Jones; Narelle Eather; Andrew Miller; Philip J. Morgan – Physical Education and Sport Pedagogy, 2024
Background: There is a growing body of evidence showing the benefits to coaches and players in adopting a game-based pedagogical approach. Whilst the evidence in support of a game-based pedagogy continues to rise it is acknowledged that the complex art form of coaching is a uniquely personal one, where the coach may draw on previous first-hand…
Descriptors: Professional Development, Team Sports, Athletic Coaches, Randomized Controlled Trials
Olajumoke Salami; Erica Dorethea Spangenberg – Journal of Mathematics Education at Teachers College, 2024
Playing mathematical games helps many senior secondary school students--especially girls--acquire basic mathematical skills, but it can be difficult. Thus, this study examined how gender-related mathematical gameplay affects secondary school students' performance. The design of the study was quasi-experimental. Purposively, a sample of fifty…
Descriptors: Educational Games, Game Based Learning, Secondary School Students, Mathematics Instruction
Thada Jantakoon; Kitsadaporn Jantakun; Thiti Jantakun; Somsuk Trisupakitti; Potsirin Limpinan – Higher Education Studies, 2024
STEAM education with gamification, a method that integrates game elements into the learning process, has proven to be a powerful tool. It not only encompasses various forms of gamified education but also has the potential to captivate and inspire students, breathing life into the course material. This study aims to present a comprehensive summary…
Descriptors: STEM Education, Art Education, Gamification, Game Based Learning
Clancy M. Seymour; Mark Garrison; Jeffrey R. Lindauer; Stephen Harvey – Journal of Teaching in Physical Education, 2024
Background/Purpose: The purpose of this study was to investigate physical educators' self-reported use, understanding, and confidence with game-based approaches (GBAs) in their K-12 physical education programs. Method: A survey of New York State physical education professionals was conducted that yielded quantitative data on how they used…
Descriptors: Physical Education Teachers, Game Based Learning, Elementary Secondary Education, Physical Education
Jiahong Su; Kai Guo; Xinyu Chen; Samuel Kai Wah Chu – Interactive Learning Environments, 2024
The teaching of artificial intelligence (AI) has increasingly become a topic of investigation among educational researchers. Studies of AI education have predominantly focused on the university level; less attention has been paid to teaching AI in K-12 classrooms. This study synthesised empirical studies on K-12 AI education, with the aims of…
Descriptors: Artificial Intelligence, Computer Science Education, Elementary Secondary Education, Teaching Methods
Péter Rácz; Ágnes Lukács – Cognitive Science, 2024
People learn language variation through exposure to linguistic interactions. The way we take part in these interactions is shaped by our lexical representations, the mechanisms of language processing, and the social context. Existing work has looked at how we learn and store variation in the ambient language. How this is mediated by the social…
Descriptors: Foreign Countries, Native Speakers, Hungarian, Language Processing
Orly Klein-Latucha; Arnon Hershkovitz – Journal of Learning Analytics, 2024
We report on a large-scale, log-based study of the associations between persistence and success in an online game-based learning environment for elementary school mathematics. While working with applets, learners can rerun a task after completing it or can halt before completing and rerun it again; both of these mechanisms may improve the score.…
Descriptors: Academic Persistence, Game Based Learning, Educational Technology, Mathematics Instruction
Fajar Kurnianto; Anggi Datiatur Rahmat; Heru Kuswanto – Pegem Journal of Education and Instruction, 2024
Learning activities related to students' real-life experiences may create meaningful learning. Integrating traditional games into the physics classroom can reconstruct local knowledge into scientific knowledge. The use of technology can affect student learning achievement. One of the technologies currently attracting attention is Augmented reality…
Descriptors: Computer Simulation, Educational Technology, Critical Thinking, Graphs
Susan Elswick; Peter A. Kindle; David H. Johnson; Brooke Blaalid; Laura Brierton Granruth; Elena Delavega; Michael Burford; Jeffrey Thompson – International Journal of the Whole Child, 2024
Cognitive dissonance is an important element in adult learning in that it challenges previously held ideas in favor of new knowledge. In-class simulations and game-based learning are used as innovative and effective pedagogical tools in challenging adult learners and enhancing the students' ability to think critically about larger societal needs.…
Descriptors: Student Attitudes, Beliefs, Justice, Simulation
Sittichai Wichaidit; Patcharee R. Wichaidit – Journal of Pedagogical Research, 2024
Game-based learning has gained significant attention from educational researchers because of its ability to create an engaging and enjoyable learning environment for students. However, there was a research gap regarding the design of game mechanics that specifically helped students understand abstract scientific concepts. Also, the impact of…
Descriptors: Game Based Learning, Abstract Reasoning, Scientific Concepts, Biology
András Buda; Csilla Pesti – Acta Educationis Generalis, 2024
Introduction: Achievements of students in higher education are influenced by several factors. From the students' perspective a key factor is the motivation, without which it is extremely difficult to make any progress, and from the teachers' perspective the conservative methodological culture is primarily responsible for the fact that students are…
Descriptors: Game Based Learning, Achievement, Universities, Foreign Countries
Mufidah Firzanah Mihat – Journal of Science and Mathematics Education in Southeast Asia, 2024
The digital era's technological transformation has a wide range of beneficial effects on the science learning process. Game-based learning (GBL) is the use of game design ideas to learn about some topic while pupils are striving to do their best in the process. This study was carried out with the help of Educaplay apps ("Identify Me…
Descriptors: Science Education, Computer Software, Grade 4, Elementary School Students
Ryan L. Schaaf – ProQuest LLC, 2024
This study explored the impact of Digital Game-Based Learning (DGBL) on focus, engagement, and time-on-task learning behaviors among 8- to 10-year-old students. Grounded in Csikszentmihalyi's Theory of Flow, the study utilized a quantitative experimental design to compare DGBL experiences with alternative instructional strategies through learner…
Descriptors: Game Based Learning, Technology Uses in Education, Time on Task, Student Behavior
Thien Chi Do; Nuong To Huynh – International Society for Technology, Education, and Science, 2024
The aim of the study was to investigate English as a Foreign Language (EFL) students' perception of using Wordwall application in vocabulary memorization at a private university in the Mekong Delta of Vietnam. This study also explores the strengths and weaknesses of Wordwall application. The mixed-method design was used in this study. The…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Memorization