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Hayse, Mark – Teaching Theology & Religion, 2018
In the undergraduate classroom, tabletop games can aid both teaching and learning -- especially when accompanied by debriefing exercises following gameplay. In particular, tabletop games enable undergraduate learners to practice the 21st century skills of collaboration, communication, and critical thinking. This qualitative study examines three…
Descriptors: Teaching Methods, Undergraduate Students, Learning Activities, Theological Education
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Meletiadou, Eleni – IAFOR Journal of Education, 2023
To prepare their students for the increasingly demanding workplace of the 21st century, business schools resort to using experiential learning techniques to make explicit connections between knowledge and experiences students already have, encouraging them to make their own interpretations. In this case study, 50 multilingual students participated…
Descriptors: Multilingualism, English (Second Language), Second Language Learning, Second Language Instruction
Holly Yvonne Freeman Pope – ProQuest LLC, 2017
This dissertation examines the digital game-based learning experiences of historically underserved students in their elementary mathematics classes. Using the Digital Math Game-Based Experience Framework, I describe their experience in terms of the mathematical proficiency gains, cultural models of high functioning digital math game players, and…
Descriptors: Game Based Learning, Video Games, Educational Technology, Elementary School Students
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Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning
Hoover, Jennifer Lauren – ProQuest LLC, 2019
Some approaches to teaching mathematics have led to decreased student motivation. Gamification is an application of game elements within nongame settings. While gamification may increase motivation in other contexts, its effective use in digital mathematics instruction to motivate elementary students is undetermined. Based on the constructs of…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Game Based Learning
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Paz, Concepción; Suárez, Eduardo; Cabarcos, Adrián; Gil, Christian – International Association for Development of the Information Society, 2019
Fluid Mechanics is one of the most complex branches of science to learn. Traditionally, it has been taught from a positivism point of view. However, the latest technologies have led to the creation of new educational tools based on a constructivism approach as a complement to conventional teaching. This paper addresses the development of a course…
Descriptors: Teaching Methods, Science Instruction, Learning Theories, Constructivism (Learning)
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Coskun, Zeynep Nesrin; Mitrani, Cagla – Cypriot Journal of Educational Sciences, 2020
The aim of the study is to design an effective instruction build on the Dick and Carey Model and game-based learning that enables an undiagnosed language learner of dyslexia, facing problems in vocabulary acquisition to acquire a pre-defined number of vocabularies in a given time. The method of the curriculum development study is based on a case…
Descriptors: Instructional Design, Vocabulary Development, Game Based Learning, Teaching Methods
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Cetin, Halise Sibel – International Technology and Education Journal, 2018
The purpose of this study was to investigate the usability of the Kahoot!, the digital assessment tool, in elementary schools. With this respect, the participants were selected by using the simple random sampling method. 23 students and 1 teacher in state elementary school in Mugla in Turkey participated in the study in the spring term of the…
Descriptors: Usability, Educational Technology, Technology Integration, Electronic Learning
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Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Liu, Jia-Yin – Interactive Learning Environments, 2019
This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning…
Descriptors: Blended Learning, Online Courses, Game Based Learning, Instructional Effectiveness
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Forrer, Don; Bechtel, Stephanie; Brown, Kendra; Mabesa, Jose, Jr.; Gunn, Linda; Hayes, Richard L.; Fall, Lisa; Wilmore, Todd – Journal of College Teaching & Learning, 2019
This interactive, cross-disciplinary research explores face-to-face and online strategies for faculty to deploy in the classroom that encourage connections beyond forced engagement methodologies commonly used. Concentration is on methods of connecting that are "out of the mainstream" and benefit both students and faculty. Findings…
Descriptors: Online Courses, Teaching Methods, Learner Engagement, Teacher Student Relationship
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Smyrnova-Trybulska, Eugenia – International Association for Development of the Information Society, 2019
The article focuses on an overview of evolution, trends, methods, examples and analyses of the experience of e-learning. The author presents theoretical and practical aspects of the use of e-learning in higher education, based on her own long-time experience. The paper comprises a description of stages of e-learning evolution and discusses such…
Descriptors: Electronic Learning, Educational Trends, Educational Technology, Technology Uses in Education
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Azman, Hazita; Dollsaid, Nurul Farhana – Arab World English Journal, 2018
This article explores the use of massively multiplayer online games (MMOGs) as a type of serious games that have English as a Foreign Language (EFL) learning potentials. It highlights evidence from a case study which investigated the effects of role-playing in MMOGs on communication behaviours among EFL game players. Additionally, findings from…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Game Based Learning
Kurtz, Holly; Lloyd, Sterling; Harwin, Alex; Chen, Victor; Gubbay, Natalie – Editorial Projects in Education, 2021
Student engagement is a longstanding concern among educators. The issue became even more urgent in March of 2020, when U.S. schools shut down to slow the spread of the novel coronavirus, forcing millions of American students and teachers to engage in remote learning for the very first time. Although some students thrived in the new environment,…
Descriptors: Learner Engagement, Student Surveys, Teacher Surveys, National Surveys
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Bozkur, Eyüp – International Journal of Progressive Education, 2019
Values are concepts that influence and direct individuals' behaviors. Because values directly influence society's structure, values education also takes an important place. Both children's games and values education have a structure that can diversify values education and make it entertaining during learning. In this study, it was aimed to reveal…
Descriptors: Values Education, Educational Games, Teacher Attitudes, Computer Games
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Magnussen, Rikke; Hamann, Villads Dalby; Stensgaard, Anne Gro – Electronic Journal of e-Learning, 2019
In this paper, we present the project, Community Drive, as well as the theoretical and empirical background on which the project is based. Through technical and humanistic collaboration, the project aims to create models that allow children and young people to participate in overcoming future challenges in cities by becoming active and…
Descriptors: Data Use, Early Adolescents, Foreign Countries, College School Cooperation
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