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Inna Stakhova; Antonina Kushnir; Nataliia Franchuk; Kateryna Kolesnik; Lyudmila Lyubchak; Mikhailo Vatso – International Electronic Journal of Elementary Education, 2024
Given the rapid advancement of modern information and communication technologies, as well as the increasing demand for distance and hybrid learning models, it is imperative that prospective teachers attain a high level of digital competence. This study aimed to determine how effective the technique of using Kahoot! to develop the digital…
Descriptors: Digital Literacy, Competence, Preservice Teachers, Elementary School Teachers
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Dana C. Ernst; Jeffrey Slye – PRIMUS, 2024
The algebraic group Spin[subscript 3 × 3] arises from spinning collections of the numbers 1-9 on a 3×3 game board. The authors have been using this group, as well as a corresponding online application, to introduce undergraduate students to core concepts in group theory. We discuss the benefits of using this deceptively simple, toy-like puzzle in…
Descriptors: Algebra, Numbers, Computer Oriented Programs, Undergraduate Students
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Salgo, Alexander; O'Shea, Galen; Hellemans, Kim; Davies, Jim – International Association for Development of the Information Society, 2021
We introduce an open-source game-like educational software that teaches users about how action potentials work. The Postsynaptic Simulator requires users to demonstrate understanding of neural mechanisms to progress through levels, each of which teaches a different aspect of neuron activity. [For the full proceedings, see ED621108.]
Descriptors: Open Source Technology, Educational Games, Simulation, Brain
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Patrick D. Hagge – Journal of Geography in Higher Education, 2024
With the introduction of in-class group-based virtual reality (VR), multiple students can interact in a single shared "metaverse". One geography-focused group VR option is the Wooorld app, available on various Meta Quest unit models. To evaluate the feasibility of group VR in a higher education geography lecture classroom, a pilot study…
Descriptors: Geography, Lecture Method, Computer Simulation, Technology Uses in Education
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José Nunes da Silva Júnior; José Mariano de Sousa Oliveira; Jean-Yves Winum; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; David Macedo do Nascimento; Ulisses Silva de Sousa; Antônia Torres Ávila Pimenta; André Jalles Monteiro – Journal of Chemical Education, 2024
The educational game Interactions 500 was extensively used remotely during the COVID-19 Pandemic as an activity at the Federal University of Ceará (Brazil) to help students review intermolecular forces. In the postpandemic years, the game was also used face-to-face in the classroom. However, Apple Store and Google Play Store removed it from their…
Descriptors: Chemistry, Science Activities, Educational Games, COVID-19
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Ian Thacker; Hannah French; Shon Feder – International Journal of Science Education, 2025
Presenting novel numbers about climate change to people after they estimate those numbers can shift their attitudes and scientific conceptions. Prior research suggests that such science learning can be supported by encouraging learners to make use of given benchmark information, however there are several other numerical estimation skills that may…
Descriptors: Climate, Computation, College Students, Hispanic American Students
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Jacobs, Eva; Garbrecht, Oliver; Kneer, Reinhold; Rohlfs, Wilko – European Journal of Engineering Education, 2023
There is a lack of research on how game-based learning apps should be designed for engineering education. This paper addresses two research questions: What do engineering students expect from a learning app? Which educational approach and learning app design can meet these requirements? A survey revealed the particular demands of engineering…
Descriptors: Game Based Learning, Educational Games, Computer Oriented Programs, Engineering Education
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El-Badramany, Mohamed Atef; Khalifa, Mai Elsayed; Mekky, Dina Samir; Soliman, Noha Mohamed – Contemporary Educational Technology, 2023
The purpose of this study was to investigate the influence of cognitive training (CT) using mobile applications on attentional control and impulsivity among pre-service teachers. Pre-service teachers were divided into two groups: experimental (n=25) and control (n=14) groups, they were selected from a large sample (n=718). Over 28 sessions, the…
Descriptors: Cognitive Development, Training, Computer Oriented Programs, Attention Control
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Ugur-Erdogmus, Feray; Çakir, Recep – Journal of Educational Computing Research, 2022
The purpose of this study was to examine a gamified mobile application's effect on students' achievement, and whether the player types of the students predicted their achievement scores. A "pretest-posttest control group design" research was conducted with 65 undergraduate students taking a compulsory online course. In the study, a…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, History Instruction
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Vieyra, Rebecca; Vieyra, Chrystian; Pendrill, Ann-Marie; Xu, Benjamin – Physics Education, 2020
This article describes the development and deployment of Physics Toolbox Play, a gamified component of the "Android Physics Toolbox Sensor Suite" app, that can introduce young children through adults to fundamental physics principles. The app was used successfully in a variety of contexts, including STEM fairs with primary and secondary…
Descriptors: Educational Games, Physics, Science Instruction, Science Education
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Yadav, Alok Kumar; Oyelere, Solomon Sunday – Education and Information Technologies, 2021
This paper intends to present an overview of a mobile game-based learning application, BaghLearn that develops and upskills programming and algorithmic knowledge by cross-curricular capabilities through a traditional world-based game. The focus of this research was to explore the learning effectiveness of BaghLearn on students. Mixed method…
Descriptors: Foreign Countries, Undergraduate Students, Handheld Devices, Educational Games
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Karoui, Aous; Marfisi-Schottman, Iza; George, Sébastien – Interactive Learning Environments, 2022
The expansion of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers,…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Games, Evaluation
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Welbers, Kasper; Konijn, Elly A.; Burgers, Christian; de Vaate, Anna Bij; Eden, Allison; Brugman, Britta C. – E-Learning and Digital Media, 2019
In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on two design features, of which different configurations were tested in a field experiment among Dutch university students (N = 101). The first feature is feedback, which is expected to increase…
Descriptors: Foreign Countries, College Students, Educational Games, Computer Oriented Programs
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James, Kelsey K.; Mayer, Richard E. – Applied Cognitive Psychology, 2019
Game-like educational apps are intended to boost learner motivation leading to better learning outcomes. To test this idea about the value of gamification, college students (n = 64) learned Italian by playing the online language learning game, Duolingo at home for seven sessions, or learned the same material through watching an online slideshow…
Descriptors: Second Language Learning, Educational Games, Game Based Learning, Computer Oriented Programs
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Gamlo, Nada – English Language Teaching, 2019
This study examines the effect of integrating mobile-game based language learning applications (MGBLLAs) on Saudi female English as a Foreign Language (EFL) students' motivation to learn English. It explores the perceptions of students regarding the pedagogical value of the following free MGBLLAs: "Game books": "Great Reader,"…
Descriptors: English (Second Language), Second Language Instruction, Student Motivation, Females
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