NotesFAQContact Us
Collection
Advanced
Search Tips
Location
Ukraine1
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing all 15 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Nerea López-Bouzas; M. Esther del Moral-Pérez – Review Journal of Autism and Developmental Disorders, 2025
The aim of this study is to review the available research (N = 70) derived from the use of Gamified Environments and Serious Games with people with Autistic Spectrum Disorder (ASD), identifying: authorship, nationality, publication period, topic, and design of the investigation. After that, the advantages and limitations observed are identified.…
Descriptors: Gamification, Educational Games, Autism Spectrum Disorders, Interpersonal Competence
Peer reviewed Peer reviewed
Direct linkDirect link
Bado, Niamboue – Interactive Learning Environments, 2022
The present study sought to elicit insights into pedagogical practices pertaining to the integration of digital games into teaching and learning. A review of peer-reviewed journal articles published in English over the past 10 years uncovered common pedagogical themes that were categorized into a pre-game, game, and post-game taxonomy. The…
Descriptors: Game Based Learning, Educational Games, Learning Activities, Classroom Techniques
Peer reviewed Peer reviewed
Direct linkDirect link
Ruofei Zhang; Di Zou; Gary Cheng – Interactive Learning Environments, 2024
The chatbot has been increasingly applied and investigated in education, along with many review studies from different aspects. However, few reviews have been conducted on chatbot-assisted learning from the pedagogical and implementational aspects, which may provide implications for future application and investigation of educational chatbots. To…
Descriptors: Artificial Intelligence, Synchronous Communication, Computer Software, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Derek L. Choi-Lundberg; Kerryn Butler-Henderson; Kristyn Harman; Joseph Crawford – Australasian Journal of Educational Technology, 2023
In the years prior to the COVID-19 pandemic, there was considerable innovation in designing and implementing teaching and learning with technology in fully online, face-to-face and blended modes. To provide an overview of technology-enhanced learning in higher education, we conducted a systematic literature review following PRISMA guidelines of…
Descriptors: Higher Education, Instructional Design, Digital Literacy, Influence of Technology
Peer reviewed Peer reviewed
Garrett, Nina, Ed.; Hart, Robert S., Ed. – Foreign Language Annals, 1986
"Juegos comunicativos," a software program designed for use with the Apple IIe, IIc, or II+, emphasizes "communicative" computer-assisted Spanish language learning through five educational games. The program uses Spanish vocabulary and structures to solve "problems" rather than the standard drill-and-practice format.…
Descriptors: Computer Assisted Instruction, Computer Software, Educational Games, Learning Activities
Butler, J. Thomas – 1983
This discussion of the use of games and simulations in instruction includes a number of examples of activities that can be used in the community college classroom. Section I assesses the value of games and simulations as an approach to learning; defines games, simulations, and non-simulation games; considers the advantages and disadvantages of the…
Descriptors: Class Activities, College Instruction, Community Colleges, Educational Games
Peer reviewed Peer reviewed
Goles, Gordon G. – Journal of Computers in Mathematics and Science Teaching, 1982
Microcomputer simulation games are discussed and are viewed as being of the same nature as traditional imitation and role-playing activities. Some aspects of six commercially available games that could be used in computer assisted instruction (CAI) are reviewed. All examples chosen were among those thought to emphasize positive attitudes. (MP)
Descriptors: Computer Assisted Instruction, Computer Programs, Educational Games, Elementary Secondary Education
Smith, Carl B., Ed. – 2003
Each teacher has a style of teaching that provides the most effective way to help students grasp the desired learning concepts. One point teachers agree on is that teaching vocabulary to children needs to be an active process that engages students in entertaining activities and helps them build a bridge between already known vocabulary and the new…
Descriptors: Active Learning, Classroom Techniques, Educational Games, Elementary Education
Peer reviewed Peer reviewed
Geller, Linda Gibson – Language Arts, 1982
Examines children's acquisition of language meaning through their use of homophony, riddles, and other word play. Discusses ways to encourage the study of meaning, using classroom techniques such as finding metaphorical relations among words and phrases, learning word origins, or studying naming strategies of other cultures. (HTH)
Descriptors: Child Language, Comprehension, Cultural Awareness, Educational Games
Levin, James A. – 1981
Computers in non-school settings, educational computer games, and education without schools are the primary topics covered in this three-section paper. The first section describes the use of personal computers in two different, non-school environments: the home and computer clubs. A "diary study" by Yaakov Kareev is summarized, in which…
Descriptors: Clubs, Computer Software, Discovery Learning, Educational Games
Geller, Linda Gibson – 1985
The connections among language learning, language education, and children's wordplay are explored in this book. Each chapter examines some aspect of the interrelations between wordplay activities and the goals of language education. The book is divided into three sections, with the first section exploring wordplay and language learning in the…
Descriptors: Educational Games, Elementary Education, Expressive Language, Humor
Kee, Daniel W. – 1981
The use of hand-held electronic devices and microcomputers in places of public access and in the home are discussed. First, the different activities supported by this technology are described, with emphasis on the commonality of game playing to both hand-held devices and microcomputers. The need for research to investigate the motivational…
Descriptors: Childhood Interests, Childrens Games, Cognitive Processes, Educational Games
Korostelina, Karina V. – 2002
The article presents identity-based training created on the basis of the social identity theory, categorization theory and common identity model. Training consists of three parts: (1) multiplicity and salience of identity; (2) identity as a course of conflicts; (3) ways for tolerance recategorisation, decategorisation, and mutual differentiation.…
Descriptors: Adults, Conflict Resolution, Cross Cultural Training, Educational Games
West, Charles K.; And Others – 1991
The purpose of this report is to communicate findings on current knowledge of simulation design, development, and evaluation. Research on this project was guided by questions posed by the Defense Systems Management College in Fort Belvoir, Virginia. These questions fall into three categories: the constituents of good instructional simulations, the…
Descriptors: Computer Simulation, Cost Effectiveness, Educational Games, Educational Objectives
Vacca, Richard T., Ed. – The Journal of Language Experience, 1980
This journal issue contains six articles related to language-centered reading instruction, integrated language arts, and reading comprehension. The first article discusses the language experience approach (LEA) to developing comprehension skills in adult beginning readers. The second article describes examples of uses of LEA in such content areas…
Descriptors: Adult Basic Education, Adult Reading Programs, Content Area Reading, Creative Development