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Showing 1 to 15 of 20 results Save | Export
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Wang, Annie; Thompson, Meredith; Roy, Dan; Pan, Katharine; Perry, Judy; Tan, Philip; Eberhart, Rik; Klopfer, Eric – Interactive Learning Environments, 2022
This study focuses on an educational game titled "Cellverse," a two-player cross-platform VR project intended to teach high school biology students about cell structure and function. In "Cellverse," players work in pairs to explore a human lung cell and diagnose and treat a dangerous genetic disorder. "Cellverse" is…
Descriptors: Educational Games, Computer Games, Computer Simulation, Instructional Design
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Mutch-Jones, Karen; Boulden, Danielle C.; Gasca, Santiago; Lord, Trudi; Wiebe, Eric; Reichsman, Frieda – Educational Technology Research and Development, 2021
Research on the use of digital games suggests they can enhance students' learning; however, teachers often play an important role in mediating gameplay and a game's educational goals. The purpose of the study was to investigate implementation approaches of nine biology teachers using an immersive digital game in their science classes, focusing on…
Descriptors: Computer Games, Game Based Learning, Teaching Methods, Science Instruction
Kantorski, Brinley – ProQuest LLC, 2022
Digital educational games have been a part of the educational landscape since the early 1970s. Since then, there has been a proliferation in the quantity, format, type, and quality of digital educational games available to classroom teachers. Despite this, the body of literature surrounding the effectiveness of these digital educational games…
Descriptors: Computer Games, Educational Technology, Video Games, Program Effectiveness
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Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
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Handayani, Prathini Khafifah; Arip, Asep Ginanjar; Nur, Sofyan Hasanuddin – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2022
The students' explaining skill is interrelated with their conceptual understanding. This study aimed to determine the effect of the implementation of the student facilitator and explaining model assisted by the media game on the students' explaining skills related to environmental pollution. This quasi-experimental research was using a pre-test…
Descriptors: Concept Formation, Educational Games, Computer Games, Teaching Methods
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Cortés, Darwin; Mantilla, César; Prada, Laura – Journal of Economic Education, 2023
The authors adapted a lab-in-the-field experiment emulating the dynamic extraction of a fishery to create a Web-based classroom experiment. The game includes a multi-player version analogous to an open-access problem and a single-player version analogous to the social planner problem. This game is helpful in introductory microeconomics courses to…
Descriptors: Web Based Instruction, Teaching Methods, Elective Courses, Animal Husbandry
Unlu, Serkan; Kiray, Seyit Ahmet – Online Submission, 2022
This book has been prepared to introduce common technological tools that can be used in science education in the distance education process. Although most of the applications introduced in the book are used in face-to-face education, this book focuses on their use in the distance science education process. In the Introduction part of the book, the…
Descriptors: Computer Software, Videoconferencing, Distance Education, Pandemics
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Wallon, Robert C.; Jasti, Chandana; Lauren, Hillary Z. G.; Hug, Barbara – Journal of Science Education and Technology, 2018
Argumentation has been emphasized in recent US science education reform efforts (NGSS Lead States 2013; NRC 2012), and while existing studies have investigated approaches to introducing and supporting argumentation (e.g., McNeill and Krajcik in "Journal of Research in Science Teaching," 45(1), 53-78, 2008; Kang et al. in "Science…
Descriptors: Science Instruction, Persuasive Discourse, Teaching Methods, Computer Games
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Joseph, Suresh Kumar; Alimon, Hashimah; Yusoff, Amri – Journal of Science and Mathematics Education in Southeast Asia, 2019
Purpose: This study reports on the effectiveness of Digital Games (DG) in learning biology among Form 4 students in Malaysia. Likewise it presents the general overview of the students' interest and their problems while using digital games in the learning process. Methodology: This study was conducted in a sub-urban secondary school in Kinta…
Descriptors: Biology, Science Instruction, Secondary School Students, Student Attitudes
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Chin, Doris B.; Blair, Kristen P.; Schwartz, Daniel L. – Technology, Knowledge and Learning, 2016
In partnership with both formal and informal learning institutions, researchers have been building a suite of online games, called choicelets, to serve as interactive assessments of learning skills, e.g. critical thinking or seeking feedback. Unlike more traditional assessments, which take a retrospective, knowledge-based view of learning,…
Descriptors: Educational Games, Computer Games, Selection, Problem Solving
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Chen, Cheng-Chia; Huang, ChingChih; Gribbins, Michele; Swan, Karen – Online Learning, 2018
"Gamified" active learning has been shown to increase students' academic performance and engagement and help them make more social connections than standard course settings. However, the costs to use an educational game design with efficient delivery of the game/course plan can be problematic. Our first objective was to evaluate the…
Descriptors: Management Systems, Computer Games, Educational Games, Costs
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Aivelo, Tuomas; Uitto, Anna – LUMAT: International Journal on Math, Science and Technology Education, 2016
Games have been used for a long time in teaching and learning. The increasing use of mobile phones makes it possible to link learning outside the classroom with augmented reality (AR). We tested how well the learning of conceptual models can be facilitated by AR games. We present a game designed for the in-service teacher-training workshop to…
Descriptors: Biology, Evolution, Computer Games, Educational Games
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Pitura, Joanna; Chmielarz, Dagmara – Teaching English with Technology, 2017
Upper-secondary school students must prepare for adult life, which--among others--entails acquiring relevant skills and discovering their own potential. Efforts at European and national levels have been made to ensure that students gain the competences, the so-called key competences, which facilitate functioning in the modern world. However, in…
Descriptors: Cartoons, Biology, Science Instruction, Language of Instruction
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Fan, Kuo-Kuang; Xiao, Peng-wei; Su, Chung-Ho – EURASIA Journal of Mathematics, Science & Technology Education, 2015
This study aims to discuss the correlations among learning styles, meaningful learning, and learning achievement. Directed at the rather difficult to comprehend human blood circulation unit in the biology materials for junior high school students, a Mobile Meaningful Blood Circulation Learning System, called MMBCLS gamification learning, was…
Descriptors: Health Education, Cognitive Style, Correlation, Multimedia Materials
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Herrero, David; del Castillo, Héctor; Monjelat, Natalia; García-Varela, Ana Belén; Checa, Mirian; Gómez, Patricia – Journal of New Approaches in Educational Research, 2014
Scientific literacy is more than the simple reproduction of traditional school science knowledge and requires a set of skills, among them identifying scientific issues, explaining phenomena scientifically and using scientific evidence. Several studies have indicated that playing computer games in the classroom can support the development of…
Descriptors: Evolution, Biology, Scientific Literacy, Computer Games
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