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Long, Bern – Australian Primary Mathematics Classroom, 2023
In this article the author describes an intervention program for students who were approximately six months behind expected standards. The program, "Prepare 2 Learn," had four components: building prior knowledge; developing mental computational fluency; encouraging a growth mindset; and meta-cognitive strategies. The qualitative data…
Descriptors: Brain Hemisphere Functions, Mathematics Instruction, Intervention, Standards
Abarkan, Ali; BenYakhlef, Majid – Education and Information Technologies, 2022
Learning to code is far from an easy task, it is a promising approach that underscores the use of the video game culture of students to motivate them to invest their time in the practice of programming. The students in this discipline are often discouraged by the amount of information to remember and the complex and constraining syntaxes.…
Descriptors: Programming Languages, Educational Games, Computer Games, Learning Motivation
Zachariah Beck; Brandon Alpert; Alexander Bowman; William R. Watson; Adrian B. Tepole – Biomedical Engineering Education, 2024
Video games have emerged as a medium for learning by creating engaging environments, encouraging creative and deep thinking, and exposing learners to complex problems. Unfortunately, even though there are increasing examples of video games for many basic science and engineering concepts, similar efforts for higher level engineering concepts such…
Descriptors: Video Games, Technology Uses in Education, Biomedicine, Engineering Education
von Leipzig, Tanja; Lutters, Eric; Hummel, Vera; Schutte, Cornè – International Journal of Game-Based Learning, 2022
Dynamic personalization of learning trajectories that integrate different perspectives and variable scenarios is a viable way to improve the effectiveness and efficiency of training and education. Serious games offer a designated platform for this, by aggregating learner interactions, and using these to dynamically configure, adjust and tailor the…
Descriptors: Educational Games, Game Based Learning, Individualized Instruction, Instructional Design
Oyserman, Daphna; Dawson, Andrew – Journal of Experimental Education, 2021
We build on identity-based motivation theory to integrate research on in-person and virtual learning environments so that we can articulate which features of virtual learning environments are likely to support or impede learning and identity exploration. Although students experience their identities as stable anchors for meaning-making and action,…
Descriptors: Transformative Learning, Learner Engagement, Self Concept, Learning Processes
Centelles, Josep J.; de Atauri, Pedro R.; Moreno, Estefania – International Society for Technology, Education, and Science, 2022
Games are highly appreciated by the population, so due to the COVID-19 pandemic confinement we decided to carry out an Internet research of several games, in order to use them for the assimilation of new words of Biochemical students. Games found in puzzle books allow the stimulation of memory, reasoning and other brain capacities, such as keeping…
Descriptors: Biochemistry, Science Instruction, Puzzles, Alphabets
Nagy, Tünde – Hungarian Educational Research Journal, 2020
When it comes to teaching vocabulary in foreign language classes words are often taught in isolation, without regard to the context in which they appear. The paper draws attention to the importance of teaching words in context so that the meaning of a word often results from the meaning of a larger construction it is part of. After presenting the…
Descriptors: Phrase Structure, Teaching Methods, Second Language Learning, Second Language Instruction
Zirawaga, Victor Samuel; Olusanya, Adeleye Idowu; Maduku, Tinovimbanashe – Journal of Education and Practice, 2017
The use of current and emerging tools in education is becoming a blistering topic among educators and educational institutions. Gaming in education may be viewed as an interference to learning but its role in education is to increase students' motivation and engagement, to enhance visual skills, to improve students' interaction and collaboration…
Descriptors: Educational Games, History Instruction, Program Implementation, Instructional Design
Kadhim, Anwar Jawad – TESOL International Journal, 2018
Pronunciation is important in all spoken communication in English because if we mispronounce a word, people will likely to misunderstand us. This paper is about teaching diphthongs by using recordings and brainstorming board race in Iraqi private colleges as well as how audio-visual media and games are used in learning. The integration of games in…
Descriptors: Phonological Awareness, Pronunciation Instruction, Teaching Methods, Second Language Instruction
Murphy, Colette; Mullaghy, Mary; D'Arcy, Alice – School Science Review, 2016
Research globally has shown that many children lose interest in science towards the end of primary school and throughout the post-primary phase. This article explores children's experience and views in Irish schools that have adopted innovative practices that aim to empower, excite and inspire children in science. One of these focuses on explicit…
Descriptors: Scientists, Learning Processes, Teaching Methods, Instructional Innovation
de la Guía, Elena; Lozano, María D.; Penichet, Víctor M. R. – British Journal of Educational Technology, 2015
Children with attention deficit hyperactivity disorder (ADHD) experience behavioural and learning problems at home and at school, as well as a lack of self-control in their lives. We can take advantage of the evolution of new technologies to develop applications with the aim of enhancing and stimulating the learning process of children with ADHD.…
Descriptors: Attention Deficit Hyperactivity Disorder, Learning Processes, Educational Games, Computer Games
Klotz, Dorothy – Decision Sciences Journal of Innovative Education, 2011
"The Bicycle Assembly Line Game" is a team-based, in-class activity that helps students develop a basic understanding of continuously operating processes. Each team of 7-10 students selects one of seven prefigured bicycle assembly lines to operate. The lines are run in real-time, and the team that operates the line that yields the…
Descriptors: Teamwork, Educational Games, Learning Processes, Income
Swank, Jacqueline M. – Journal of Creativity in Mental Health, 2012
Utilizing games within the classroom may assist counselor educators with enhancing learning. Counselor educators may integrate games within the curriculum to assist students in learning and developing self-awareness and to assess knowledge and skills. This article describes the utilization of games within experiential-learning theory and presents…
Descriptors: Counseling, Learning Theories, Counselor Training, Counselor Educators
Ramdass, Darshanand – Cultural Studies of Science Education, 2012
This article extends the discussion started by Margaret Beier, Leslie Miller, and Shu Wang's (2012) paper, "Science games and the development of possible selves". In this paper, I suggest that a theoretical framework based on a sociocultural theory of learning is critical in learning in a virtual environment. I will discuss relevant research on…
Descriptors: Virtual Classrooms, Science Education, Learning Theories, Sociocultural Patterns
Larsen, Lasse Juel – Journal of Interactive Learning Research, 2012
This paper puts forward a new design perspective for game-based learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn--without the interference of teachers--whatever subject they wanted while sitting in front of a computer. This…
Descriptors: Educational Environment, Portfolios (Background Materials), Teaching Methods, Reflection
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