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Ye, S. -H.; Hsiao, T. -Y.; Sun, C. -T. – Journal of Computer Assisted Learning, 2018
Based on the flipped-classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game-based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our…
Descriptors: Video Games, Blended Learning, Learning Processes, Scientific Concepts
OECD Publishing, 2018
It is generally acknowledged that the quality of an educational system depends upon the quality of its teachers. In focusing on the importance of pedagogies it is possible to argue that to help students meet new educational challenges, teachers need to reflect upon and update their repertoire of practices. Preparing young people to meet new…
Descriptors: Educational Innovation, Blended Learning, Video Games, Thinking Skills
Masek, M.; Boston, J.; Lam, C. P.; Corcoran, S. – Journal of Computer Assisted Learning, 2017
Concepts from the Australian mathematics curriculum on fractions were used as core elements to design three computer games. In each game, the concepts were presented in the form of tangible puzzles, customized to a difficulty level based on student capability. The games were integrated into a single virtual game world, and a fantasy story was used…
Descriptors: Fractions, Blended Learning, Video Games, Mastery Learning
Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory – International Journal of Game-Based Learning, 2015
The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology
Lam, Yau Wai; Hew, Khe Foon; Chiu, Kin Fung – Language Learning & Technology, 2018
This study investigated the effectiveness of a blended learning approach--involving the thesis, analysis, and synthesis key (TASK) procedural strategy; online Edmodo discussions; online message labels; and writing models--on student argumentative writing in a Hong Kong secondary school. It also examined whether the application of digital game…
Descriptors: Foreign Countries, Writing Improvement, Persuasive Discourse, Blended Learning
Margino, Megan – Public Services Quarterly, 2013
The Future Voices in Public Services column is a forum for students in graduate library and information science programs to discuss key issues they see in academic library public services, to envision what they feel librarians in public service have to offer to academia, to tell of their visions for the profession, or to tell of research that is…
Descriptors: Academic Libraries, Information Literacy, Library Instruction, Information Science Education
Busch, Carsten; Conrad, Florian; Steinicke, Martin – Electronic Journal of e-Learning, 2013
Joseph Campbell's Monomyth not only provides a well-proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin…
Descriptors: Video Games, Educational Games, Creative Activities, Systems Approach
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2017
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2017: World Conference on E-Learning" took place in…
Descriptors: Electronic Learning, Conferences (Gatherings), Conference Papers, Foreign Countries
Parry, Marc – Chronicle of Higher Education, 2012
Since MIT and Harvard started edX, their joint experiment with free online courses, the venture has attracted enormous attention for opening the ivory tower to the world. But in the process, the world will become part of an expensive and ambitious experiment testing some of the most interesting--and difficult--questions in digital education. Can…
Descriptors: Community Colleges, Online Courses, Blended Learning, Video Games
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – European Association for Computer-Assisted Language Learning (EUROCALL), 2012
This paper focuses on the development of videogame-like applications in a 3D virtual environment as a complement to the face-to-face teaching and learning. With the changing role of teaching and learning and the increasing use of "blended learning," instructors are increasingly expected to explore new ways to attend to the needs of their…
Descriptors: Blended Learning, Educational Technology, Online Courses, Virtual Classrooms
Petkov, Marin; Rogers, George E. – Journal of STEM Teacher Education, 2011
In the past several decades, technology has become a big part of American society. It has changed the way people interact with one another as well as how they proceed with everyday life. However, K-12 educational systems have been resistive to change, with most American schools still using traditional instruction in the classroom, consisting…
Descriptors: Elementary Secondary Education, Interaction, Conventional Instruction, Educational Technology
Bastiaens, Theo, Ed.; Marks, Gary, Ed. – Association for the Advancement of Computing in Education, 2014
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2014: World Conference on E-Learning" took place in New…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Generational Differences
Amory, Alan – Interactive Learning Environments, 2012
It is argued that against the background of a neo-managerial and market-driven global education system, the production and use of technology to support teaching and learning perpetuates hegemonic behaviorist values. Activity theory, as a lens, is used to explore the power relations that are integral to the development and use of Reusable Learning…
Descriptors: Blended Learning, Video Games, Educational Technology, Ideology
Mislevy, Robert J.; Behrens, John T.; Dicerbo, Kristen E.; Levy, Roy – Journal of Educational Data Mining, 2012
"Evidence-centered design" (ECD) is a comprehensive framework for describing the conceptual, computational and inferential elements of educational assessment. It emphasizes the importance of articulating inferences one wants to make and the evidence needed to support those inferences. At first blush, ECD and "educational data…
Descriptors: Educational Assessment, Psychometrics, Evidence, Computer Games
Pracana, Clara, Ed.; Wang, Michael, Ed. – Online Submission, 2021
This book contains a compilation of papers presented at the International Psychological Applications Conference and Trends (InPACT) 2021, organized by the World Institute for Advanced Research and Science (W.I.A.R.S.), that this year has been converted into a fully Virtual Conference as a result of the ongoing Coronavirus (COVID 19) pandemic.…
Descriptors: Educational Psychology, Clinical Psychology, Social Psychology, Cognitive Psychology
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