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Showing 1 to 15 of 28 results Save | Export
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Cherry, Jessica – Communication Teacher, 2023
Having conversations about death and dying can be very difficult to initiate and engage in with others. The following activity, based on the card game The Death Deck, was designed to encourage students to engage with others about difficult conversations surrounding death and dying. The activity provides students with questions and prompts that…
Descriptors: Death, Learning Activities, Interpersonal Communication, Educational Games
Chary, Mamatha; McEldoon, Katherine; Churaman, Tanya – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Educational Principles, Learning, Educational Technology, Technology Uses in Education
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Hermanns, Jolanda – Journal of Chemical Education, 2021
The course design "Training OC" for training the application of basic concepts consists of four topics: formula language, structure-property relations, reaction mechanisms, and complex tasks that the students should solve with the conceptual knowledge they acquired in the first three topics. A main goal of the course was to enable the…
Descriptors: Science Instruction, College Science, Undergraduate Study, Organic Chemistry
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Rychkova, Anastasia; Korotkikh, Alexey; Mironov, Andrey; Smolin, Artem; Maksimenko, Nadezhda; Kurushkin, Mikhail – Journal of Chemical Education, 2020
Orbital Battleship, published in 2016 in this "Journal," is a hands-on competitive exercise which has been shown to be an efficient tool to reinforce the knowledge of the atomic structure. We decided to give it a more futuristic look and are presenting VR Orbital Battleship, a completely immersive collaborative experience which, in…
Descriptors: Science Instruction, Computer Simulation, Educational Technology, Educational Games
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Valério Neto, Luiz; Fontoura Junior, Paulo H. F.; Bordini, Rogério A.; Otsuka, Joice L.; Beder, Delano M. – Educational Technology & Society, 2019
In the last decade many studies have stated that learning based on digital games emerges as an effective way to combine teaching and learning processes with the attractiveness of digital technologies, because they are dynamic and playful. However, the vast majority of these digital resources -- such as educational games -- are still essentially…
Descriptors: Educational Games, Visual Impairments, Inclusion, Computer Games
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Pappa, Giouli; Papadima-Sophocleous, Salomi – Research-publishing.net, 2018
"Serious Games [SGs] are applications combining educational content with gameplay by integrating learning objectives into a game-like environment" (Thillainathan & Leimeister, 2014, p. 1). However, they have not been used much in language teacher education and training (Ulicsak, 2010). This paper describes the design of…
Descriptors: Educational Games, Second Language Learning, Computer Assisted Instruction, Creative Writing
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Ramly, Mohd Adlan; Ikhsan, Nurul Aida Binti Kamal; Rahman, Nur Rahimatul Hayati Binti Abdul; Abdul, Nur Rahimatul Hayati Binti – Asian Journal of University Education, 2017
This experimental paper seeks to elucidate the usage of the card game 'Protein Synthesis Game' as a student's learning tool in studying the Biology topic of protein synthesis during an A-Level course. A total of 24 experimental students in 3 induced groups and 24 controlled students in controlled groups were involved in the experiment which began…
Descriptors: Teaching Methods, Science Instruction, Biology, Scientific Concepts
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da Silva, Jose´ Nunes, Jr.; Nobre, Davi Jano^; do Nascimento, Ro^mulo Silva; Torres, Giancarlo Schaffer, Jr.; Leite, Antonio Jose´ Melo, Jr.; Monteiro, Andre´ Jalles; Alexandre, Francisco Serra Oliveira; Rodríguez, Maria Teresa; Rojo, Maria Joseja – Journal of Chemical Education, 2018
This report provides information about an interactive computer game named Say My Name that allows high school and undergraduate students to review individually nomenclature of organic compounds in an engaging and fun way by answering up to 600 questions distributed in three difficulty levels. Responses from students and teachers who have played…
Descriptors: Science Instruction, Organic Chemistry, Secondary School Science, High School Students
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Fleischmann, Katja; Ariel, Ellen – Contemporary Educational Technology, 2016
Understanding and trouble-shooting microscopic processes involved in laboratory tests are often challenging for students in science education because of the inability to visualize the different steps and the various errors that may influence test outcome. The effectiveness of gamification or the use of game design elements and game-mechanics were…
Descriptors: Science Instruction, Science Laboratories, Science Education, Educational Games
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Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe – Research-publishing.net, 2016
Although Text-To-Speech (TTS) synthesis has been little used in Computer-Assisted Language Learning (CALL), it is ripe for deployment, particularly for minority and endangered languages, where learners have little access to native speaker models and where few genuinely interactive and engaging teaching/learning materials are available. These…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Technology Uses in Education, Educational Technology
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Miralles, Laura; Moran, Paloma; Dopico, Eduardo; Garcia-Vazquez, Eva – Biochemistry and Molecular Biology Education, 2013
Evolution is a main concept in biology, but not many students understand how it works. In this article we introduce the game "DNA Re-EvolutioN" as an active learning tool that uses genetic concepts (DNA structure, transcription and translation, mutations, natural selection, etc.) as playing rules. Students will learn about molecular…
Descriptors: Evolution, Molecular Biology, Science Instruction, Educational Games
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Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F. – Physical Review Physics Education Research, 2016
A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment "StudentResearcher," which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Quantum Mechanics
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Psotka, Joseph – Educational Technology & Society, 2013
New technologies often have the potential for disrupting existing established practices, but nowhere is this so pertinent as in education and training today. And yet, education has been glacially slow to adopt these changes in a large scale way, and innovations seem to be imposed mainly by students' and their changing social lifestyles than…
Descriptors: Educational Games, Educational Technology, Learning Modules, Virtual Classrooms
Walser, Nancy, Ed. – Harvard Education Press, 2012
"Harvard Education Letter" is published bimonthly at the Harvard Graduate School of Education. This issue of "Harvard Education Letter" contains the following articles: (1) Using Theater to Teach Social Skills: Researchers Document Improvements for Children with Autism (Patti Hartigan); (2) The Family Model of Schooling Revisited: Few Teachers,…
Descriptors: Autism, Moral Development, Interpersonal Competence, Theater Arts
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Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen; Tsai, Chin-Chung – Educational Technology Research and Development, 2012
In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students' learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning…
Descriptors: Cognitive Style, Learning Motivation, Program Effectiveness, Natural Sciences
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