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Armand Buzzelli; R. John Locke – Strategies: A Journal for Physical and Sport Educators, 2024
This column describes the game of Royal Pickles -- a "King of the Court'' variation of pickleball that removes the bored spectator element from the class and creates a solution for the challenge of having too many students and not enough court space.
Descriptors: Racquet Sports, Games, Physical Activities, Scoring
Mehmet Pinar; Emre Unlu – Perspectives: Policy and Practice in Higher Education, 2024
The Research Excellence Framework (REF) follows a set of submission rules. Here we analyse whether the submission rules of the impact element arguably shaped the submission sizes of the submitting units -- a group of academics researching on a specific subject area in higher education providers -- to the REF in 2014. The number of impact case…
Descriptors: Foreign Countries, Educational Research, Higher Education, Case Studies
Yildirim, Zehra; Baran, Medine – Education and Information Technologies, 2021
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students' achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental…
Descriptors: Physical Activities, Games, Video Games, Grade 9
Which Play Is Better? Different Play Types and Development of Executive Functions in Early Childhood
Veraksa, Aleksander; Sukhikh, Vera; Veresov, Nikolay; Almazova, Olga – International Journal of Early Years Education, 2022
In this study we aimed to compare the contribution of each play type to the development of different EFs components: shifting, working memory (visuospatial and auditory) and inhibition (two aspects of cognitive inhibition and physical inhibition). Following a preliminary examination of EFs was the intervention, which consisted of 14 play sessions…
Descriptors: Play, Child Behavior, Executive Function, Short Term Memory
Kim, Beaumie; Bastani, Reyhaneh; Takeuchi, Miwa A. – Pedagogies: An International Journal, 2023
In this article, we discuss embodied mathematical practices in the context of learners' board game (re)design activities. By focusing on "redesigning" a board game as a pedagogical approach, rather than designing one from scratch, we intended to limit the vast creative design possibilities and engage learners more deeply with the…
Descriptors: Games, Teaching Methods, Game Based Learning, Design
Kittichai Nilubol; Pragasit Sitthitikul – PASAA: Journal of Language Teaching and Learning in Thailand, 2023
Gamification is a controversial topic in the field of education, with both proponents and opponents. However, what exactly gamification is and why it has become popular are worth exploring. This academic article first defines the terms "game" and "gamification" in order to differentiate them. Next, the article provides core…
Descriptors: Gamification, Teaching Methods, Games, Game Based Learning
Esentas, Melike – International Journal of Curriculum and Instruction, 2021
The purpose of this study is to determine the opinions of the participants regarding the use of mind and intelligence games as a leisure time educational tool. The study population consists of a total of 97 mind and intelligence games trainers and referees as 58 women and 37 men with an average age of 38.103 who voluntarily participated in the…
Descriptors: Leisure Time, Games, Student Attitudes, Game Based Learning
Said Hashim, Khadijah; Mohd Radz, Fatin Aliana; Wan Yunus, Farhana; Dahlan, Nadia Ainuddin; Silah, Sumardianshah; Abdul Wahab, Rohaya – Asian Journal of University Education, 2021
This paper examines peer interactions among preschoolers while playing the board game known as "Buaya di Bawah Jambatan" (BDBJ) particularly in learning "adab" and moral values. Additionally, this study is guided by two research objectives focusing on the nature (types) of interactions among players during the game and…
Descriptors: Peer Relationship, Game Based Learning, Games, Ethical Instruction
Senocak, Dilek; Büyük, Köksal; Bozkurt, Aras – Online Learning, 2021
Gamification, which is defined as the use of game design elements in non-game contexts, is put forward as a solution to low motivation and is suggested for the creation of a sustainable learning ecology in open and distance learning (ODL). The overall purpose of the present study was to examine the distribution of the Hexad gamification user types…
Descriptors: Game Based Learning, Open Education, Distance Education, Games
Hofstetter, Emily – Discourse Processes: A Multidisciplinary Journal, 2021
This paper contributes an analysis of practices for managing a preallocated turn-taking system in board games, expanding existing studies of preallocation beyond question-answer sequences. Although board games have existed for thousands of years across human cultures, and despite being a widely used method of data elicitation in many fields of…
Descriptors: Games, Adults, Behavior, Play
Cai, Zhihui; Mao, Peipei; Wang, Dandan; He, Jinbo; Chen, Xinjie; Fan, Xitao – Educational Psychology Review, 2022
Previous empirical studies on the effect of scaffolding in game-based learning environments have shown inconsistent findings. In this study, we conducted a meta-analysis to examine the effect of scaffolding in digital game-based learning (DGBL) and to explore a range of moderating factors that may have contributed to the inconsistencies of primary…
Descriptors: Game Based Learning, Electronic Learning, Scaffolding (Teaching Technique), Academic Achievement
Arztmann, Michaela; Hornstra, Lisette; Jeuring, Johan; Kester, Liesbeth – Studies in Science Education, 2023
Game-based learning has proven to be effective and is widely used in science education, but usually the heterogeneity of the student population is being overlooked. To examine the differential effects of game interventions in STEM (Science, Technology, Engineering and Mathematics) related subjects on diverse student groups, a meta-analysis has…
Descriptors: Elementary School Students, Secondary School Students, STEM Education, Games
Zarebski, Tomasz – Studies in Philosophy and Education, 2023
The article combines later Wittgenstein's fictitious language games, along with the forms of life associated with them, with the concept of otherness and places them both within the philosophy of education. The account of otherness overlaps with the view of fictional language games in that the latter deviates from our ordinary, extant uses of…
Descriptors: Games, Educational Philosophy, Language Acquisition, Sense of Community
Perrot, Alexandra; Maillot, Pauline; Le Foulon, Agnès; Rebillat, Anne-Sophie – American Journal on Intellectual and Developmental Disabilities, 2021
This study examined whether exergames could improve physical, functional, and cognitive functions in people with Down syndrome. Twelve adults with DS, aged over 35 (M = 50.35, SD = 7.45), were randomly assigned to a Wii-based program (n = 6) or a control group (n = 6), and completed physical (Chair Stand Test, 6-Minute Walk Test), functional (TUG,…
Descriptors: Down Syndrome, Adults, Exercise, Games
Fernández-Oliveras, Alicia; Espigares-Gámez, María José; Oliveras, María Luisa – Education Sciences, 2021
According to previous research, we consider it necessary to extend the use of games, as mediating elements, in the learning of STEAM (Science, Technology, Engineering, Arts and Mathematics) contents rejected by many students. For this, we have carried out an educational research project on games, with an ethnomathematical approach, since games are…
Descriptors: Curriculum Implementation, Play, Student Projects, Games

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