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Lamb, Richard L. – Journal of Science Education and Technology, 2016
Within the last 10 years, new tools for assisting in the teaching and learning of academic skills and content within the context of science have arisen. These new tools include multiple types of computer software and hardware to include (video) games. The purpose of this study was to examine and compare the effect of computer learning games in the…
Descriptors: Cognitive Processes, Computation, Models, Science Laboratories
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Achuonye, Keziah Akuoma – Educational Research and Reviews, 2015
This descriptive survey is hinged on predominant teaching strategies in schools, implications for curriculum implementation in Mathematics, Science and Technology. Target population consisted of teachers in primary, secondary and tertiary schools. However, purposive sample of 900 respondents was drawn from the six BRACED states namely Bayelsa,…
Descriptors: Surveys, STEM Education, Elementary School Teachers, Secondary School Teachers
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Noroozi, Omid, Ed.; Sahin, Ismail, Ed. – International Society for Technology, Education, and Science, 2022
The aim of the International Society for Technology, Education, and Science (iHSES) conference is to offer opportunities to share ideas, discuss theoretical and practical issues, and connect with the leaders in the fields of "humanities," "education" and "social sciences." It is organized for: (1) faculty members in…
Descriptors: Flipped Classroom, Student Diversity, Student Experience, College Students
Monroe, Margaret Warne – 1968
An experimental study sought to determine if simulation-type games could teach a given body of material as effectively as the traditional lecture method. Graduate students in a Human Ecology course were divided into experimental and control groups; the former played the Community Land Use Game (CLUG), the latter attended lectures. Posttests…
Descriptors: Conventional Instruction, Decision Making, Ecology, Educational Games
Daellenbach, Lawrence A.; And Others – 1976
A course in macroeconomics was used to investigate the cost effectiveness of computer-assisted instruction (CAI). The experimental design used an experimental section in which the students had the opportunity to use the computer to the intensity of their choice, choosing from tutorial lessons, games, and simulations. The students in the control…
Descriptors: Affective Objectives, Cognitive Objectives, College Students, Comparative Analysis
Lucas, Lawrence A.; And Others – 1974
Research investigated the effect that the uses of simulation-gaming techniques have upon the acquisition and cognitive retention of facts, concepts, and principles. Two hundred and ninety-five students in public secondary schools in Indiana participated in the project; these were divided into experimental and control groups which received…
Descriptors: Academic Achievement, American History, Comparative Analysis, Conventional Instruction