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Purvi Shah; Nandini Ajit Gadekar; Steven S. Taylor – Journal of Marketing Education, 2025
Marketing education has undergone a significant shift toward experiential learning and interactive pedagogical approaches. This article demonstrates the potential of educational escape rooms (EERs) as a novel and innovative tool for enhancing student engagement in marketing education. Building on the literature on experiential learning, game-based…
Descriptors: Gamification, Educational Games, Competition, Game Based Learning
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Rowan C. Martindale; Barbara Sofia Sulbaran Reyes; Sinjini Sinha; North Cooc – Journal of Geoscience Education, 2024
Educational geoscience games have been increasing in popularity because they promote learning through amusement and encourage students to engage with topical material and each other. Here we describe a new board game, "Reef Survivor", and its use as an instructional tool in undergraduate classes. The educational objective is to teach…
Descriptors: Undergraduate Students, Public Schools, Educational Games, Ecology
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Elizabeth G. Arnold; Elizabeth A. Burroughs; Owen Burroughs; Mary Alice Carlson – International Journal of Mathematical Education in Science and Technology, 2024
The SIR model is a differential equations based model of the spread of an infectious disease that compartmentalises individuals in a population into one of three states: those who are susceptible to a disease (S), those who are infected and can transmit the disease to others (I), and those who have recovered from the disease and are now immune…
Descriptors: Calculus, Communicable Diseases, Disease Control, Simulation
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Ella James-Brabham; Tim Jay; Francesco Sella – Journal of Educational Psychology, 2024
Early numerical skills are important not only for later mathematical achievement but for overall achievement and are associated with later income, health, and quality of life. Socioeconomic disparities in numerical skills are visible before children begin school, and widen throughout schooling. It is, therefore, important to support the…
Descriptors: Numeracy, Mathematics Skills, Skill Development, Educational Games
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Jonas da Silva Teixeira; Alan César Belo Angeluci; Paulo Prates Junior; José Guilherme Prado Martin – Journal of Biological Education, 2024
Gamifying is related to the motivational gain and engagement of participants in these systems, even in situations not exclusively related to the creative and entertainment industry. In the Biology teaching context, motivational strategies have fundamental importance to the learning process. The aim of this work was to investigate the development…
Descriptors: Biology, Science Instruction, Educational Games, Educational Research
Jeremy Bernier – ProQuest LLC, 2024
Play has been discussed by mathematicians and mathematics educators as essential to mathematical progress and has been widely acknowledged to have a role in learning. Yet, play is rarely acknowledged, leveraged, or studied for mathematics learners beyond early childhood. Moreover, there are theoretical and empirical challenges with designing for…
Descriptors: Problem Solving, Play, Puzzles, Undergraduate Students
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Rondy Yu; Aaron Haddock; Wesley A. Sims – Intervention in School and Clinic, 2024
The Good Behavior Game (GBG) is an interdependent group-oriented contingency management system successfully used in school settings to promote positive student behaviors. As a classroom management intervention, there is a large body of evidence for it increasing desirable classroom behaviors and decreasing problem behaviors across a range of…
Descriptors: Educational Games, Classroom Techniques, Functional Behavioral Assessment, Intervention
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Chunying Gao; Fuxing Wang; Jiaxue Chen; Yu Tong; Yinghe Chen – Mind, Brain, and Education, 2024
Children are increasingly using educational apps, but little research has been conducted to determine their effectiveness. The current study compared the effect of an interactive touchscreen app to the effect of a noninteractive video about the app on young children's Chinese characters learning and executive functions (EFs). In a mixed…
Descriptors: Preschool Children, Emergent Literacy, Chinese, Educational Games
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I-Cheng Lin; Shu-Hsuan Chang; Pin-Chien Liu; Po-Jen Kuo; Kuo Chia Chung – Educational Technology & Society, 2024
Creativity has been proven to be a core competitiveness in the twenty-first century. Although many experimental studies have confirmed that game learning can improve creativity, some studies have contrary results. Currently, there are very few, and primarily incomplete, meta-analyses integrating experimental studies of educational gaming's impact…
Descriptors: Educational Games, Game Based Learning, Gamification, Creativity
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Xiangping Cui; Chen Du; Jun Shen; Susan Zhang; Juan Xu – IEEE Transactions on Learning Technologies, 2024
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is…
Descriptors: Gamification, Learning Experience, Electronic Learning, Instructional Effectiveness
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Muhammad Salman Shabbir; Ebetuel Pallares-Venegas – On the Horizon, 2024
Purpose: Entrepreneurship has become a widely accepted concept in the past few decades due to its prominent role in economic activity and economic development of a nation. Promotion of entrepreneurship can be ensured with the help of entrepreneurship teaching and learning through higher education institutions. Similarly, entrepreneurship skills…
Descriptors: Entrepreneurship, Universities, College Role, Skill Development
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Arturo Cortez; José Ramón Lizárraga; Edward Rivero – Reading Research Quarterly, 2024
This article reports on findings from a social design-based study conducted with an intergenerational group of youth, educators and researchers participating in the Learning to Transform (LiTT) Gaming Lab. We advance the notion of AlgoRitmo Literacies, to highlight the ingenuity of youth and educators as they used a tool called Character AI to…
Descriptors: Algorithms, Artificial Intelligence, Latin American Culture, Literacy
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Alisha P. Springle – Perspectives of the ASHA Special Interest Groups, 2024
Purpose: The increasing interest in game-based learning (GBL) provides an opportunity to enhance interprofessional collaboration between speech-language pathologists (SLPs) and teachers. The purpose of this two-part article is to determine the similarities and differences between how teachers and SLPs think about and employ GBL. Method: Two…
Descriptors: Game Based Learning, Educational Games, Speech Language Pathology, Speech Therapy
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Mauro H. André – Strategies: A Journal for Physical and Sport Educators, 2024
Student-centered pedagogical models (e.g., games-based approaches) have been encouraging physical education teachers to teach team and individual sports with game forms (small-sided and modified games) that promote play time for all students. These teaching methodologies promote students' motivation and engagement and enable an easier transition…
Descriptors: Educational Games, Physical Education, Curriculum Development, Game Based Learning
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Paul H. Van Straten – Religious Education, 2024
Some studies show that digital games and board games can be used to facilitate religious learning in Christian settings. Would game-based learning be a viable option for educating Christians on environmental stewardship in a congregational church environment? This paper analyzes a sample of commercially available ecological digital games and board…
Descriptors: Religious Education, Christianity, Game Based Learning, Educational Games
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