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Journal articles on the topic 'Game as a teaching method'

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1

Yu, Wan-Chuan. "Game Method in Preschool English Teaching." International Journal of English Language Education 4, no. 1 (2016): 93. http://dx.doi.org/10.5296/ijele.v4i1.8845.

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<p>Interest is a great motivation for the study of almost everything, particularly for L2 study. To preschool students, games are quite attractive. Therefore game method is a good way to help students to learn English, especially in kindergartens. It fits the characteristics of preschool students, providing learning motivation, lowering students’ stress and offering the opportunity for real communication. Nowadays, more and more teachers are using games effectively in class to improve their teaching. In order to apply game method effectively in teaching English in kindergartens, games mu
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Guo, YiFang. "Game Teaching Method and its Influence on Children's Chinese Learning." International Journal of Sociologies and Anthropologies Science Reviews 4, no. 1 (2024): 35–42. http://dx.doi.org/10.60027/ijsasr.2024.3572.

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Background and Aims: This article delves into the pedagogical method of game teaching in the context of Chinese language education for children in the Xinjiang region of China. Rooted in the historical context of game teaching, which has its origins dating back to the 19th century with educators like Froebel, the study explores the impact of game-based teaching on children's Chinese language learning. Methodology: The research combines literature analysis and field research, involving 150 students and teachers. Key findings include high student participation in game-based teaching, teachers' s
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Jinjin, Ren, and Xiao Hui. "Research on the Application of Adversarial Game Teaching in Primary School Football Teaching." Journal of Medicine and Physical Education 1, no. 3 (2024): 65–68. http://dx.doi.org/10.62517/jmpe.202418312.

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This paper discusses the application and effects of adversarial game teaching method in primary school football teaching, and provides references for the reasonable development of adversarial game in primary school football teaching. This paper uses literature review, experimental research, questionnaire survey, data statistics, logic analysis and other research methods to study some students in the Kaifeng Two Division Attached Elementary School. The results indicate that the 12 weeks adversarial game teaching method is not superior to conventional teaching methods in improving student physic
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Naemi Far, Raziyeh, Marzieh Balali, and Shahab Parvinpour. "Determining and Comparing the Effectiveness of Teaching Game for Understanding, Sports Teaching and Their Combination on Decision-Making Performance in the Football Game of Students." Journal of Psychological Dynamics in Mood Disorders 2, no. 4 (2023): 91–100. https://doi.org/10.61838/kman.pdmd.2.4.10.

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One of the important functions in the football game is the decision-making function, which should be improved and promoted. Therefore, the current research was conducted with the aim of determining and comparing the effectiveness of teaching game for understanding, sports teaching and their combination on the decision-making performance in the football game of students. The present research method was semi-experimental with a pre-test and post-test design without a control group. The statistical population of this study was all male students aged 10 to 12 years in Tehran city in the fourth to
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Shi, Xiaoying. "The Problems and Countermeasures of Game Teaching Method in the Application of Primary School Chinese Language Teaching." Philosophy and Social Science 1, no. 3 (2024): 42–47. http://dx.doi.org/10.62381/p243308.

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Game based teaching method is an important method in primary school Chinese language teaching. Teaching in the form of games not only enhances the learning enthusiasm and enjoyment of primary school students, but also completes the transmission or construction of knowledge during the game process. Due to the certain teaching difficulty of game based teaching method, its application in primary school Chinese language teaching is also prone to some problems, mainly including deviating from subject content, wasting teaching time, dampening student enthusiasm, inability to think deeply, and lack o
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Schneider, Larissa, Daniele S. Oliveira, Atahualpa C. P. Strapasson, et al. "White blood cell game: a teaching method." International Journal of Health Promotion and Education 50, no. 6 (2012): 311–17. http://dx.doi.org/10.1080/14635240.2012.724191.

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7

He, Wen. "The Application of Game in Junior English Vocabulary Teaching." Journal of Education and Educational Research 7, no. 2 (2024): 277–80. http://dx.doi.org/10.54097/5h1bht70.

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With the form and implementation of the new curriculum, many teaching methods have gradually emerged in junior high school English teaching, and game teaching method has been widely used at this time. Game teaching method is often used in English teaching, which can be taught in games and stimulate students’ interest in learning. Traditional teaching methods cannot arouse students’ interest in learning, and the efficiency of students’ classroom learning is constantly decreasing. Game teaching method can help students to learn actively. Students need to develop their brains and think actively,
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8

Курманкулов, Ш. Ж., А. Э. Боронбаева та Т. Т. Таштанбекова. "МЕКТЕПТЕ «РЕПОРТЕР» ОЮНУН КОЛДОНУП ОКУТУУ УСУЛУ". НАУКА, НОВЫЕ ТЕХНОЛОГИИ И ИННОВАЦИИ КЫРГЫЗСТАНА, № 1 (30 січня 2023): 181–84. http://dx.doi.org/10.26104/nntik.2023.36.75.042.

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Жаңыча окутууда мугалимдердин функциясында окутуунун максатына жетүүдө окуучулар менен биргелешкен иш аракеттердин зарылдыгы керек болуп жаткандыгы белгиленген. Аны үчүн мугалимдер предметтик билимдерди берүүдө салтуу ыкмалар менен айкалыштырып, окутуунун интерактивдүү формадагы методдорун колдонуу жана аларды оюн менен аралаштыруунун негизинде ишке ашыруу актуалдуулугу баяндалган. Бул багытта иш алып барууда оюн менен окутуунун өзгөчөлүктөрүнө токтолуу зарыл экендиги айтылган. Ошондой эле оюндун мектепке чейинки жана баштапкы билим берүүдө, ал түгүл өспүрүм куракта дагы таанын-билүү окуу ишме
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9

Forcael, Eric, Carla Contreras, Caroll Francesconi, and Felipe Baesler. "Applying Game Theory to Teach the PERT Scheduling Method." Applied Sciences 14, no. 24 (2024): 12045. https://doi.org/10.3390/app142412045.

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This research focuses on applying Game Theory to teach the PERT scheduling method to civil engineering students. The work was carried out with students from the Construction Planning and Scheduling course, who were given face-to-face classes on Game Theory applied to teaching the PERT method. This proposal considers that gamification plays a role in user engagement, while Game Theory contributes to data analysis and decision strategies. It began with an initial pre-test evaluation consisting of questions classified by items and evaluation criteria to teach the PERT method using Game Theory, fo
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Taiyrkyzy, A. "Innovative methods of teaching writing in English using game elements." Bulletin of Dulaty University 16, no. 4 (2024): 52–58. https://doi.org/10.55956/fawg5249.

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This scientific article examines the effectiveness of innovative methods of teaching writing in English using game elements. The article explores how games on word writing, story building, grammar exercises, modern programs and other game activities increase students ' writing skills and motivation to learn English. The results show that the introduction of game elements in teaching writing in English not only makes the learning process more interesting, but also leads to a deeper understanding and memorization of the material. Overall, this study shows the potential for using game elements in
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11

Osvetimskaya, Iya I. "Game as a method for increasing the efficiency of legal thinking." Russian Journal of Legal Studies 6, no. 3 (2020): 87–97. http://dx.doi.org/10.17816/rjls18908.

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The present paper has as its object the investigation of the methodological basis for improving the effectiveness of legal thinking in game. The place of legal thinking is defined as a constitutive component of law and as a way of constructing legal reality. This paper identifies the problem of the need to improve the efficiency of legal thinking, proposes criteria for effective legal thinking (competitiveness, creativity, productivity, risk-orientation, proactivity, speed) and justifies why the game is the main methodological tool to increase the effectiveness of legal thinking. This paper fo
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12

Ruisi, Wang. "A Survey on the Application of Game Teaching Method in English Teaching of Primary School: A Case Study of a Primary School in Our Local City." Education, Language and Sociology Research 4, no. 3 (2023): p104. http://dx.doi.org/10.22158/elsr.v4n3p104.

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The game based teaching method is specifically aimed at assisting English teaching, communicating in English, and widely used in English classrooms or extracurricular activities. Compared with Chinese, primary school students lack a certain language environment for English learning and do not have a true understanding of English learning. Therefore, English teachers should use games to mobilize students’ enthusiasm for learning, and follow the basic principle of “happy teaching” to adapt to students’ development. However, there are still many problems with game teaching methods in English teac
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13

Bai, Rui. "Game Teaching Method in Preschool Education Based on Big Data Technology." Scientific Programming 2021 (December 16, 2021): 1–11. http://dx.doi.org/10.1155/2021/4751263.

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The traditional preaching way of imparting knowledge can only stifle children’s imagination, creativity, and learning initiative a little bit, which is harmful to children’s healthy and happy growth. This paper combines big data technology to evaluate the effect of game teaching method in preschool education, analyzes the teaching effect of game teaching method in preschool education, and combines big data technology to find problematic teaching points. Based on the collaborative filtering algorithm of preschool children, this paper estimates the current preschool children’s score for the game
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14

Isakulova, Bakhtigul Khadjamovna. "TEACHING A FOREIGN LANGUAGE THROUGH DIDACTIC GAMES TO PRESCHOOLERS." GOLDEN BRAIN 1, no. 11 (2023): 234–39. https://doi.org/10.5281/zenodo.7865795.

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<em>The main components of any didactic game are the didactic and game task, game rules and actions, the result and didactic material. In some didactic games, there may be a plot and a role. The goal of the article is to clarify the importance of some didactic game techniques used in teaching FL to preschoolers.</em>
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15

Krajčovič, Martin, Gabriela Gabajová, Beáta Furmannová, Vladimír Vavrík, Martin Gašo, and Marián Matys. "A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management." Electronics 10, no. 7 (2021): 838. http://dx.doi.org/10.3390/electronics10070838.

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(1) At present, it is important to bring the latest technologies from industrial practice into the teaching process of educational institutions, including universities. The presented case study addresses the application of educational games in virtual reality to the teaching process in a university environment. (2) The study took place at the Department of Industrial Engineering of the University of Žilina in Žilina and consisted of two phases. In the first phase, students’ satisfaction with current teaching methods was examined. The second phase focused on an educational game in virtual reali
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16

Kanaplianik, O. V., N. V. Husakova, A. V. Hamaliaka, and E. O. Kulchyk. "THE USE OF INTERACTIVE GAME METHOD IN TEACHING THE DISCIPLINE «PATHOLOGICAL ANATOMY»." Vestnik of Vitebsk State Medical University 20, no. 3 (2021): 97–103. http://dx.doi.org/10.22263/2312-4156.2021.3.97.

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In the given article by the example of a didactic board game, possible ways of its using and the importance of an interactive teaching method at «Pathological anatomy» practical classes are considered. The main requirements to the stages of design concept development, their detailed justification and description are presented. The role of a teacher as an organizer of this teaching method, as well as the use of situational modules of the didactic game for the better acquiring of new information by the students are analyzed. Objectives. To increase the efficiency of the process of teaching stude
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17

Lee, Woo-Hyun, and Won-Hyung Lee. "Game Selection Method for Game-Based History Learning." Journal of Contemporary Educational Research 5, no. 10 (2021): 67–81. http://dx.doi.org/10.26689/jcer.v5i10.2404.

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Games that are used in research on game-based learning and serious games that are used for education are usually exclusive, making it difficult for teachers to attempt new methods in education. According to the data published in 2009 by the European Schoolnet (EUN), a network of European Ministries of Education, most of the problems that teachers face when using games in class are related to game selection. Based on the aforementioned data, this study presents a set of criteria for selecting games in order to solve the inconvenience experienced by teachers. The games, which are used as teachin
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18

Guan, Yingrong, Yaoyu Qiu, Fang Xu, and Jifu Fang. "Effect of Game Teaching Assisted by Deep Reinforcement Learning on Children’s Physical Health and Cognitive Ability." Mobile Information Systems 2022 (October 11, 2022): 1–12. http://dx.doi.org/10.1155/2022/6150261.

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In order to strengthen children’s physical health and cognitive ability, further promote the development of children’s teaching, and strengthen the promotion and application of game teaching in children’s teaching, this paper takes game teaching under learning guidance as the research basis. First, combined with relevant information on children’s teaching practice in China and foreign countries, teaching practice is carried out from the aspects of preparation, process, analysis and evaluation, reflection, and so on. Second, the questionnaire method, interview method, and observation method are
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19

Taýkebaeva, R. B. "Ob ınnovatsıonnyh metodah obýchenııa anglııskomý ıazyký (ıgrovoı metod) [Some Ideas about Innovative Methods of Teaching English (Game Method)]." Iasaýı ýnıversıtetіnіń habarshysy 3, no. 117 (2020): 119–28. http://dx.doi.org/10.47526/2020/2664-0686.012.

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This article is devoted to the study of innovative methods of teaching a foreign language (English). Special attention is paid to the analysis of the phenomenon of «game method», which affects the formation of educational cognitive activity of students. The game (role-playing game) contributes to the full development of educational material, stimulates motivation and interest in communicating in English. The article also discusses the functions of the game method, analyzes the author's teaching practice. This article is of a theoretical nature, but in the process of teaching a foreign language
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20

Le, Huy Cuong, and Thi Huong Giang Nguyen. "Designing Digital Educational Games by Integrating Teaching Process into the Technology Platform of Entertainment Games." International Journal of Current Science Research and Review 07, no. 03 (2024): 1479–88. https://doi.org/10.5281/zenodo.10799084.

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Abstract : This study presents a method for designing Digital Educational Games (DEGs) that integrates educational content with entertainment game technology. The purpose is to create engaging learning experiences by leveraging theories of learning, emotion, and motivation. Methodology includes selecting popular entertainment games and incorporating educational objectives to enhance both learning and gameplay. This design has been applied into teaching Soft Skills according to the game based learning approach. This application was evaluated to find the effectiveness of this proposal and the wa
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21

Zheng, Yue. "3D Course Teaching Based on Educational Game Development Theory – Case Study of Game Design Course." International Journal of Emerging Technologies in Learning (iJET) 14, no. 02 (2019): 54. http://dx.doi.org/10.3991/ijet.v14i02.9985.

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With the rapid development of information technology, 3D game technology also has developed gradually. Virtual reality technology is developing at a fast speed, too. At present, virtual teaching method of game design in software engineering major may be caught in the unfavorable situation where “teachers do not respect it and students’ learning motivations differ a lot”. Meanwhile, students may be easily influenced by nonintellectual factors such as emotion, hobby and will, and develop many harmful learning habits such as indifference to standards of game development procedure, which to certai
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Žuffová, Zuzana, and Ludmila Zapletalová. "Efficiency Of Different Teaching Models In Teaching Of Frisbee Ultimate." Acta Facultatis Educationis Physicae Universitatis Comenianae 55, no. 1 (2015): 64–73. http://dx.doi.org/10.1515/afepuc-2015-0008.

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Abstract The aim of the study was to verify the efficiency of two frisbee ultimate teaching models at 8-year grammar schools relative to age. In the experimental group was used a game based model (Teaching Games for Understanding) and in the control group the traditional model based on teaching techniques. 6 groups of female students took part in experiment: experimental group 1 (n=10, age=11.6), experimental group 2 (n=12, age=13.8), experimental group 3 (n=14, age =15.8), control group 1 (n=11, age =11.7), control group 2 (n=10, age =13.8) and control group 3 (n=9, age =15.8). Efficiency of
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Mawaddah, Fahmy Ulfah, Romdoni Romdoni, Fitria Budi Utami, et al. "Interactive game-based method training for early childhood Quran literacy." Community Empowerment 10, no. 4 (2025): 1029–39. https://doi.org/10.31603/ce.13154.

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The significant difficulty faced by early childhood children in learning the hijaiyah letters due to monotonous and unengaging teaching methods poses a considerable challenge for Quran teachers and mosque activists in creating a more stimulating learning environment. This community service activity aims to train Quran teachers and mosque activists on innovative game-based methods for teaching Quran literacy to early childhood children. The training methodology includes lectures and interactive discussions. Lectures emphasize the importance of early Quran literacy and introduce game-based teach
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Dudnikova, M. V., N. A. Muravyova, and A. V. Kolesnikov. "Personnel training and education: business game as an effective teaching method." Normirovanie i oplata truda v promyshlennosti (Rationing and remuneration of labor in industry), no. 10 (October 1, 2020): 48–51. http://dx.doi.org/10.33920/pro-3-2010-05.

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This article describes the basic principles and features of the business game. There are shown the main advantages and differences of business game from other methods of training. There are also explained the objectives of this type of training in the organization.
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Dr., A. Subramanian. "INNOVATIVE TEACHING METHODS IN CONTEMPORARY EDUCATION." International Journal of Research - Granthaalayah 5, no. 5SE (2017): 141–45. https://doi.org/10.5281/zenodo.815355.

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The main strategy of modern education should focus on the student's independent activity, the organization of self-learning environments and experimental and practical training, where students have a choice of actions and can use initiative as well as flexible training programs where students can work in a comfortable rhythm. Today, we should talk about the use of interactive methods of training, which encourage interest in the profession promote the efficient acquisition of training material form patterns of conduct provide high motivation, strength, knowledge, team spirit and freedom of expr
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Santos, Jeovane Cascais, Ronaldo André Lopes, and Rejane Siqueira Julio. "The Game of Chess and the Six Pillars Method." Sigmae 13, no. 3 (2024): 94–112. https://doi.org/10.29327/2530822.13.3-8.

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This article aims to present a study on some relationships and possible contributions of the game of chess to the teaching of mathematics. The pedagogical practice analyzed involves the use of chess as a tool for acquiring essential cognitive skills for mathematics, helping in the teaching and learning process of students. The methodology was based on the study of the game of chess in the form of fragmented pillars, emphasizing two essential pillars, the opening and combinations/tactics, highlighting their relationship with mathematical skills, such as creativity, logical reasoning and problem
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Dehtiarova, Tetiana, and Olha Skvarcha. "Game-Based Method in Teaching Ukrainian as Foreign Language." Research Notes, no. 1 (March 27, 2018): 85–89. http://dx.doi.org/10.31654/2663-4902-2018-pp-2-85-89.

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Kurbonova, Sevinch Salim kizi. "THE ROLE AND SIGNIFICANCE OF GAME METHODS IN ENGLISH TEACHING." JOURNAL OF UNIVERSAL SCIENCE RESEARCH 1, no. 8 (2023): 265–68. https://doi.org/10.5281/zenodo.8276420.

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This article talks about the use of various interesting game methods in teaching English. At the same time, information is given about the importance of the game method for the development of the mind of young people
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Fatimatuszahro, Fatimatuszahro, Heni Hanifah, Lily Hermawanti, Sri Wahyuni, and Rasilah Rasilah. "The Effect of Traditional Congklak Game Method on Students' Learning Outcomes in Learning Mathematics in Elementary Schools." Journal of Mathematics Instruction, Social Research and Opinion 4, no. 1 (2024): 19–34. https://doi.org/10.58421/misro.v4i1.275.

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Every level of education includes mathematics as one of its disciplines. However, due to ineffective teaching, children find mathematics less interesting in elementary school. Therefore, teachers must be able to choose the best teaching strategy for their students. By utilizing the classic congklak game, researchers hope to deliver learning media that teachers can use using a literature review study approach from various sources and related media. The analysis findings show that, in addition to helping children learn to count and recognize numbers, the classic congklak game also helps children
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Saputra, Hikmah Noerqori, and Muhamad Sofian Hadi. "Teaching Vocabulary through Fly Swatter Game." English Language in Focus (ELIF) 2, no. 1 (2019): 17. http://dx.doi.org/10.24853/elif.2.1.17-24.

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The study aimed to find out whether fly swatter game can give influence toward students’ vocabulary mastery. The subject of this study was grade VII-2 of SMPN 9 Tangerang Selatan in the academic year of 2018/2019, which consisted of 42 students. The method used in this study is a quantitative method with the design of the pre-experimental study. The data from pre-test and post-test were analyzed statistically using spss 16. The result of this study showed; the students’ pre-test mean score was 45.4 and the students’ post-test mean score was 86.6. The result of t-test was 21.55 and significant
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Popov, Eugene, та Serge Babushkin. "От "игры вообще" к междисциплинарной деловой игре (From game in general to interdisciplinary business game)". Международный электронный журнал. Устойчивое развитие: наука и практика, № 2 (13) (30 грудня 2014): 184–91. https://doi.org/10.5281/zenodo.18148.

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The article discusses the role of the game as a teaching method. It describes the characteristic features of role-playing and business games, their similarities and differences. Moreover, it considers interdisciplinary business game (IBG) on sustainable development as a special kind of business game &mdash; on the example of highly regulated IBG &ldquo;Plants on the River&rdquo;.
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Doroshenko, Eduard, Oleksandr Solovei, and Mykhaylo Melnyk. "Technology of Teaching Game Techniques in Volleyball at the Stage of Initial Training." Journal of Learning Theory and Methodology 3, no. 1 (2022): 34–40. http://dx.doi.org/10.17309/jltm.2022.1.05.

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Purpose. To scientifically substantiate the method of teaching game techniques at the stage of initial training to increase the level of technical fitness of young volleyball players. Materials and methods. The experimental research involved 36 young volleyball players born in 2011 – 18 athletes from the CI “Zaporizhzhia Regional Children and Youth Sports School” of the Zaporizhzhia Regional Council (main group) and 18 athletes from the CI “Vilniansk City Children and Youth Sports School ‘Kolos’” (comparison group) during the 2020-2021 academic year. Results. In the course of experimental rese
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Ou, Jinying, and Apiradee Jansaeng. "THE STUDY ON MATHEMATIC GAME TEACHING METHOD FOR FIRST-GRADE STUDENT IN GUANGXI, CHINA." EUrASEANs: journal on global socio-economic dynamics, no. 2(51) (March 30, 2025): 733–43. https://doi.org/10.35678/2539-5645.2(51).2025.733-743.

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This study investigates the effectiveness of the game teaching method in first-grade mathematics education by comparing it with traditional teaching methods. Using an experimental research method, two classes were chosen to be the control and experimental groups, respectively, to see how game-based learning affected students' grades, participation in class, and excitement about learning. There was a mix of qualitative and quantitative research methods used, such as designing lesson plans, giving post-tests, using classroom observation scales, and conducting Likert-scale surveys. Data were anal
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Rahmawati, Fitra Awalia, Ifa Rodifah Nur, and Muhammad Taqiyuddin. "Creative Language Games for Enjoyable Arabic Teaching l al-Al’ab al-Lughawiyyah al-Ibda'iyyah li Ta’lim al-Lughah al-'Arabiyyah al-Mumti'ah." Jurnal Al Bayan: Jurnal Jurusan Pendidikan Bahasa Arab 13, no. 1 (2021): 108–28. http://dx.doi.org/10.24042/albayan.v13i1.6917.

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Arabic teaching has the aim in the mastery of four skills; listening, speaking, reading, and writing. Considering to the languages teaching nowadays, educative games are commonly used as inseparable method from their curriculum. This method also had been practiced in Arabic teaching by some teachers. For this context, some rules need to be curricularly formulated. This critical point had not been elaborated curricularly. In this research, Library research model highlighted several studies of Arabic learning practices through game methods; then analyzed it with analytical and descriptive critic
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Khallieva, Q., D. Yusupova, and J. Khujamuradov. "Classification of Games Used in Teaching English." Multidisciplinary Journal of Science and Technology 4, no. 2 (2024): 407–10. https://doi.org/10.5281/zenodo.10783369.

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This article is devoted to the importance of using games in teaching English. The article focuses on the role and types of games in teaching English classes. Teaching lessons through activities requires convenient storage and easy access to materials, objects, pictures, toys, games, conversation pieces, and other props. The article presents several examples of games for use in English classes. Using these interactive methods in English classes makes language learning more useful and meaningful. The use of active games aimed at developing students' thinking in lessons helps to achieve the goal
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Armando, Gonzalez, Sergeev Robert, and Gluubb Ramachandran. "Interactive Games, E-books, and Methods to Support Arabic Language Learning Upper Secondary School State Islamic Institute." Lingeduca: Journal of Language and Education Studies 1, no. 2 (2023): 1–17. http://dx.doi.org/10.55849/lingeduca.v1i2.66.

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Arabic lessons taught by teachers in class use various teaching media that are designed to be as attractive as possible. One of these media is an interactive game and e-book and then the teaching method that will be used by researchers in learning using this media is the direct learning method. The purpose of this study was to find out how important interactive game media, e-books and methods that support learning Arabic for MTsM students in Solok City. The research method used in this study is the quantitative method, the researcher will examine how important the media and teaching methods ar
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Akieva, Xalima. "GAME TECHNOLOGY IN PRIMARY SCHOOL SCHOOLS." Eurasian Journal of Academic Research 2, no. 1 (2022): 208–12. https://doi.org/10.5281/zenodo.5903383.

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Teachers from all over the world are looking for ways to improve the effectiveness of teaching. One of the most important solutions to this problem is the development and implementation of new pedagogical technologies. The technological approach to teaching provides for precise instrumental management of the educational process and guaranteed success of the set educational goals.
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Hartini, Ayu, and Wulan Tripuspita. "TEACHING SPEAKING USING SHAKE CHOPSTICKS GAME." PROJECT (Professional Journal of English Education) 2, no. 1 (2019): 46. http://dx.doi.org/10.22460/project.v2i1.p46-51.

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This study was conducted to improve speaking skill of the first grade at SMP N 1 Pangkalan. The game was proposed in the teaching of speaking, because that is attracting and interesting, especially for students' speaking skill. The improvement of the students' score can be seen in the increased of the students' speaking from the preliminary study (pre-test) and the score after the implementation (post-test) of the teaching speaking using shake chopsticks game. This research used a pre-experiment method by using one group pre-test and post-test design. The subject of this research were VII stud
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39

Menglin, Fang. "Socialization by the game." Moscow University Pedagogical Education Bulletin, no. 3 (June 30, 2018): 111–17. http://dx.doi.org/10.51314/2073-2635-2018-3-111-117.

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The article presents an analysis of the problem of socialization of students, which has a pedagogical significance associated with the evaluation of the essence of the game in human life. In connection with the introduction of new approaches to the organization of the pedagogical process, active teaching methods, technical innovations, gaming technology attracts the close attention of many researchers. It is shown that the use of games as a method of instruction must be subordinated to the content of education, which includes socially-oriented, teaching, developing, communicative, reflective,
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40

Neng, Di, and Nipaporn Sakulwongs. "THE USE OF MIND MAPPING AND GAME TEACHING METHOD FOR ENGLISH VOCABULARY SKILL OF GRADE 8 STUDENTS IN YUNNAN PROVINCE, CHINA." EUrASEANs: journal on global socio-economic dynamics, no. 1(44) (January 30, 2024): 472–84. http://dx.doi.org/10.35678/2539-5645.1(44).2024.472-484.

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This study compared grade 8 students’ English vocabulary skills before and after using the Mind Mapping and Game Teaching Method and investigated their satisfaction with the use of the Mind Mapping and Game Teaching Method in an English vocabulary course in Yunnan Province, China. The sample group consisted of 30 eighth-grade Chinese students. Quantitative data were collected through four lesson plans: a pre-test, a post-test, and a questionnaire, and were analyzed using means, standard deviations, and paired sample t-tests. The data collection lasted for four weeks. The results obtained from
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Mamathonova, Gulnoza Bakhtiyar kizi. "GOALS AND OBJECTIVES OF MUSIC TEACHING METHODOLOGY." Research and implementation 2, no. 5 (2024): 113–19. https://doi.org/10.5281/zenodo.11044812.

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In this article, the goals and tasks of the music teaching methodology, what should be paid attention to in teaching the music methodology, and special (optimal) methods of teaching activities, demonstrative teaching methods, game method, etc. information on a number of methods is provided
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Wijoyo, Satrio, Eeng Ahman, Susanti Kurniawati, Endang Supardi, and Mutiah Mutiara Firdaus. "The Use of Board Games in Teaching Biodiversity for Sustainable Development: A Quasi-Experimental Method." International Journal of STEM Education for Sustainability 5, no. 1 (2025): 53–71. https://doi.org/10.53889/ijses.v5i1.491.

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This research aimed to develop and evaluate learning media for sustainable development, specifically through a board game entitled “Board Game Maju Indonesiaku”. The game is designed around the dilemma between biodiversity conservation and economic development, covering four core systems concepts: economics, policy, society, and ecology. The study involved 61 middle school students who played the game for 360 minutes (180 minutes per week). Data was collected through post-test assessments and game performance. An independent t-test was used to analyze the post-test scores. The results showed a
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43

Gao, Yin. "A New Method of Teaching Quality Evaluation Based on the α-Pessimistic Shapley Value". Symmetry 16, № 11 (2024): 1556. http://dx.doi.org/10.3390/sym16111556.

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Coalitional game with uncertain payoffs driven by uncertain variables stands for uncertain coalitional game. A α-pessimistic Shapley value as the solution of uncertain coalitional game is proposed in this paper, which can be played an important role in solving the problem of profit allocation. Moreover, the α-pessimistic Shapley value is proved to be the only value satisfying symmetry, dummy and additivity. Based on the α-pessimistic Shapley value, a new method of teaching quality evaluation in the institutions of higher learning is presented. In order to obtain the index of teaching quality e
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Mihailović, Boško, and Ivko Nikolić. "The effect of the method of play in the sustainability of knowledge, skills and habits in teaching the World around us." Metodicka praksa 19, no. 2 (2019): 7–20. http://dx.doi.org/10.5937/metpra1901007m.

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This paper aims to shed light on the methods and approaches the concept of the game, its application in the teaching of science and society, and the importance of respecting the principles of sustainability knowledge skills and habits. First, we have analyzed and defined the concept of the game and its development historically, everyday educational character as well as the impact on the education and socialization of children. An explanation of the classification of teaching methods and methods defined place games in the system of other methods. Emphasis is placed on a variety of application m
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Noor, Rozaiman Mohd, Mohd Zahuri Khairani, Punithavili a/p Mariappan, and Ria Eddie. "Learning Visual Arts Language for Level One Students through Game -Based Learning Kit." Journal of Learning and Educational Policy, no. 24 (June 6, 2022): 1–8. http://dx.doi.org/10.55529/jlep.24.1.8.

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Fun teaching methods are very important in helping the learning process of Visual Arts Education especially in the Field of Visual Arts Language (BSV). This fun teaching method is usually closely related to the use of interesting Teaching Aids (ABBM). Game -based ABBM will be able to create a more fun and meaningful teaching and learning process. This article is a concept paper to discuss the use of game-based Learning Kits to help the learning of Visual Arts Language (BSV) among Form One students. The use of game-based learning kits is expected to help teachers in improving students 'understa
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46

Mohd Noor, Rozaiman, Mohd Zahuri Khairani, Punithavili a/p Mariappan, and Ria Eddie. "Learning Visual Arts Language for Level One Students through Game -Based Learning Kit." Journal of Learning and Educational Policy, no. 24 (June 6, 2022): 1–8. http://dx.doi.org/10.55529/jlep24.1.8.

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Fun teaching methods are very important in helping the learning process of Visual Arts Education especially in the Field of Visual Arts Language (BSV). This fun teaching method is usually closely related to the use of interesting Teaching Aids (ABBM). Game -based ABBM will be able to create a more fun and meaningful teaching and learning process. This article is a concept paper to discuss the use of game-based Learning Kits to help the learning of Visual Arts Language (BSV) among Form One students. The use of game-based learning kits is expected to help teachers in improving students 'understa
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47

Wang, Junpeng. "Research on the Application of Sports Games in Physical Education Teaching in General Colleges and Universities." Journal of Education and Educational Research 7, no. 1 (2024): 23–25. http://dx.doi.org/10.54097/mcxqk480.

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Sports games are a kind of sports teaching method that integrates fun, entertainment, education and synthesis. This method is deeply loved by students, and can fully mobilize the enthusiasm of students to participate in classroom practice in the process of the game, and achieve better learning results. College students are the main body of the teaching process in colleges and universities, this paper explores the appropriate introduction of sports games in the badminton classroom in ordinary colleges and universities based on the physical and mental characteristics of college students, analyze
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Ma, Heting. "Exploration of Singing Teaching Methods in the Music Classroom." Journal of Education and Educational Research 9, no. 3 (2024): 178–83. http://dx.doi.org/10.54097/yt132k02.

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The purpose of this paper is to explore singing teaching methods in the music classroom. Firstly, an overview of singing teaching methods was given, including traditional and modern singing teaching methods and the current status of research at home and abroad. Then, it focuses on exploring four singing teaching methods in the music classroom: practical teaching method, situational teaching method, cooperative teaching method and game teaching method, and analyses their applications and effects in singing teaching. Then, through teaching practice and case studies, these four teaching methods w
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Kopyshynska, Oksana. "Implementation of interactive teaching methods in the teaching of forestry disciplines." Scientific Journals of the International Academy of Applied Sciences in Lomza 94, no. 2 (2024): 58–64. https://doi.org/10.58246/emj41h96.

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The introduction of interactive methods of training (business game) in the educational process in the teaching of forestry disciplines in the specialty 205 Forestry (OPP "Forestry") in the Malyn Applied College is highlighted. Conducting a lesson in the form of a business game will increase the motivation of cognitive activity of educational applicants, will form the need for self-study, self-development, the ability to self-identify in educational activities.
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50

Geng, Zishuo. "Exploring the Organic Integration of Games and English Education in Upper Primary School." Lecture Notes in Education Psychology and Public Media 19, no. 1 (2023): 21–26. http://dx.doi.org/10.54254/2753-7048/19/20231351.

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Game-based teaching is a proven teaching method, and it has received widespread attention in recent years. However, its promotion and application has not been as successful as it should be. Another major aspect here, in addition to the basic principles and game play that need to be met by game-based teaching itself, is that it is constrained by objective conditions. Based on an analysis of the current constraints on games, this study presents the ideological underpinnings of game-based teaching and proposes some specific game scenarios that are consistent with the principles of game-based teac
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