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Theodoulou, Jack; Curwood, Jen Scott – English Teaching: Practice and Critique, 2023
Purpose: Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) "What Remains of Edith Finch" into an English Language Arts…
Descriptors: Video Games, Learner Engagement, English Instruction, Language Arts
Pill, Shane; Penney, Dawn; Williams, John; Cruickshank, Vaughan; Hyndman, Brendon – Quest, 2023
This paper overviews the influence of Daryl Siedentop on Australian physical education research. The Sport Education in Physical Education Project (SEPEP) project provides the backdrop to explore the re-contextualization and development of the sport-based physical education in Australia. The SEM emphasizing developing movement competency as one of…
Descriptors: Foreign Countries, Physical Education, Educational Research, Athletics
Ratnasari, Wiwit; Chou, Tzu-Chuan; Huang, Chen-Hao – Educational Technology & Society, 2023
The digital revolution has heavily influenced digital game-based learning, yet as the revolution progresses, the conception of such learning has shifted along with the increasing complexity of the digital environment. Our study thus aims to identify research standing at this important juncture and to explain the shift in digital game-based…
Descriptors: Educational Research, Citation Analysis, Network Analysis, Game Based Learning
Bisz, Joe; Mondelli, Victoria L. – Teachers College Press, 2023
Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: (1) Ask where to apply the play; (2) List the mental moves;…
Descriptors: Design, Active Learning, Educational Games, Game Based Learning
Putri Sekar Melati; Eka Cahya Prima; Eliyawati – Journal of Science Learning, 2023
The topic of the Human Reproductive System integrated with comprehensive sex education was selected for this research because the concept of the human reproductive system is highly related to daily life. This study aims to develop an Android game application named "HUPROSED" for learning media on human reproductive system topics…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Educational Technology
Sekarsari, Elok Puspita; Rusnilawati – Elementary School Forum (Mimbar Sekolah Dasar), 2023
Javanese language is a national culture that needs to be protected and preserved to not lose its identity. In the Javanese script, education includes writing and reading skills starting from elementary school. This study was motivated by the difficulty of understanding Javanese script material in the classroom. This study aims to determine the…
Descriptors: Cooperative Learning, Game Based Learning, Outcomes of Education, Indonesian Languages
Jones, Matthew; Blanton, Jedediah E.; Williams, Rachel E. – Active Learning in Higher Education, 2023
Self-determination theory (SDT) has empirical support in understanding and enhancing motivation in a variety of contexts, including education settings. Niemac and Ryan have highlighted that using SDT in course design can lead to stronger fulfilment of an internal locus of causality regarding course work. One course design method anchored in SDT is…
Descriptors: Gamification, Student Motivation, Self Determination, Curriculum Development
Rita Rodrigues; Lúcia Pombo; Margarida M. Marques; Sofia Ribeiro; João Ferreira-Santos; Julia Draghi – International Association for Development of the Information Society, 2023
The local environment can be explored to sustain effective sustainability learning. With this aim, new learning methodologies can be fostered, namely mobile and game-based learning, as is the case of the EduPARK app. This app supports innovative learning strategies through treasure hunt games, integrating multimedia and augmented reality…
Descriptors: Handheld Devices, Telecommunications, Computer Oriented Programs, Educational Technology
Anna Boneberg – ProQuest LLC, 2023
Nurse educators are faced with many challenges while preparing students to safely enter clinical practice. Due to technological advances in the health care field and student demographic changes, educators have been looking for alternative methods to traditional lecture format to meet the needs of current learners. Using the framework of Adult…
Descriptors: Nursing Education, Game Based Learning, Program Effectiveness, Undergraduate Students
Jenny Yun-Chen Chan; Avery H. Closser; Vy Ngo; Hannah Smith; Allison S. Liu; Erin Ottmar – Grantee Submission, 2023
Background: Prior work has shown that middle school students struggle with algebra and that game-based educational technologies, such as DragonBox and From Here to There!, are effective at improving students' algebraic performance. However, it remains unclear which aspects of algebraic knowledge shift as a result of playing these games and what…
Descriptors: Game Based Learning, Educational Technology, Mathematics Education, Algebra
Pamela Donaghy; Chris Gillies; Niall McCann – Journal of Learning Development in Higher Education, 2023
Students on courses leading to professional registration are required to develop an understanding of how to find, appraise and integrate research to inform practice. An escape room activity was designed as part of the learning experience for a first-year academic module titled 'Introduction to evidence-based practice'. The learning module was…
Descriptors: Evidence Based Practice, Game Based Learning, Nursing Students, Learning Activities
Sunny Kwok; Rachel Childers – Biomedical Engineering Education, 2023
Commercial escape rooms have grown in popularity as an enjoyable experience that also doubles as an exercise in communication and collaboration. Educators can take advantage of these natural qualities to engage and support students in a low-stress learning environment. The primary goal of this study is to share the development and application of…
Descriptors: Educational Games, Biomedicine, Engineering, Program Development
K. Megan Carpenter; Anthony D. Cunningham; Laura Smith; Kelly Krigbaum – Journal of Occupational Therapy Education, 2023
Healthcare continues toward team-based approaches in which multiple disciplines collaborate to ensure holistic patient care. National standards for intraprofessional collaboration guide curriculum design for entry-level occupational therapy (OT) and occupational therapy assistant (OTA) programs to ensure students acquire specific skills and…
Descriptors: Occupational Therapy, Interdisciplinary Approach, Game Based Learning, Puzzles
Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
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

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