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Menelaos N. Katsantonis – European Journal of Education, 2025
Cooperative board games promote engagement, teamwork, and strategic problem-solving, making them useful in educational contexts. This Systematic Literature Review employs the PRISMA methodology to identify cooperative board game mechanisms and design considerations along with their adaptation potential in serious contexts and the alignment with…
Descriptors: Educational Games, Cooperative Learning, Constructivism (Learning), Experiential Learning
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Malazonia, David; Maglakelidze, Shorena; Chiabrishvili, Nino; Chiabrishvili, Maia – Intercultural Education, 2017
The National Curricula of Georgia emphasises the importance of intercultural education only in a declarative way. This article investigates how specific activities can contribute to the development of intercultural competences in a diverse environment. We conclude that additional training resources are critical for the development of those…
Descriptors: National Curriculum, Cultural Awareness, Learning Activities, Multicultural Education
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Abdul Jabbar, Azita Iliya; Felicia, Patrick – Review of Educational Research, 2015
In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general…
Descriptors: Educational Games, Instructional Design, Learner Engagement, Outcomes of Education
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Hanewald, Ria – Turkish Online Journal of Distance Education, 2013
The purpose of this paper is to present selected literature on learners and collaborative learning in virtual worlds. Research in virtual worlds on collaborative learners is gradually emerging and will gain in significance, particularly in online and distance education environments. It will be argued that the design and functionality of virtual…
Descriptors: Cooperative Learning, Electronic Learning, Distance Education, Educational Environment
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Shaffer, David W. – Computers and Education, 2006
This paper, develops the concept of "epistemic frames" as a mechanism through which students can use experiences in video games, computer games, and other interactive learning environments to help them deal more effectively with situations outside of the original context of learning. Building on ideas of "islands of expertise" [Crowley, K., &…
Descriptors: Epistemology, Educational Games, Educational Environment, Role Playing
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Chen, Kaili – Educational Research and Reviews, 2006
This paper presents a part of a research report from a study conducted to investigate the social skills competence of students with emotional/behavioral disorders (E/BD) by the author (Chen, 2004). The purpose of this paper is to review literature published from 1970 through 2004 that are associated with social skills training for students with…
Descriptors: Emotional Disturbances, Behavior Disorders, Interpersonal Competence, Intervention
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Farivar, Sydney – Social Studies Review, 1995
Maintains that group work is an integral part of the California History-Social Science Framework's three central goals. Reviews research studies on the effectiveness of small group instruction. Discusses teacher role, factors that affect interaction, student characteristics, and teaching methods associated with effective group instruction. (CFR)
Descriptors: Classroom Techniques, Cooperative Learning, Educational Research, Educational Strategies