NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20250
Since 20240
Since 2021 (last 5 years)0
Since 2016 (last 10 years)7
Since 2006 (last 20 years)31
Audience
Practitioners1
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 31 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Prestridge, Sarah – Technology, Pedagogy and Education, 2017
Teachers' current uses of technologies still tend to replicate traditional and/ or administrative practices, with research indicating that the pedagogies required for the effective integration of educational technologies are not yet in evidence amongst the majority of teachers. In order to conceptualise what could be considered effective…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Case Studies
Peer reviewed Peer reviewed
Direct linkDirect link
McCarthy, Elizabeth; Tiu, Michelle; Li, Linlin – Technology, Knowledge and Learning, 2018
This paper presents two studies of transmedia interventions in the classroom. The two studies address how narrative-based transmedia curricular resources can support student learning in early mathematics. The studies were designed to identify the affordances (features and advantages) of transmedia-based learning in preschool and first grade…
Descriptors: Elementary School Mathematics, Mathematics Instruction, Multimedia Instruction, Preschool Children
Peer reviewed Peer reviewed
Direct linkDirect link
Richardson, Donald – International Journal of Game-Based Learning, 2016
This paper adds to the small but growing body of research into the potential of augmented reality games for teaching and learning English as a foreign language (EFL). It explores the extent to which such games enhance the language learning experience of advanced level EFL learners. The author draws on his work developing "Mission not really…
Descriptors: English (Second Language), Second Language Learning, Educational Games, Second Language Instruction
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Yilmaz, Turkan Karakus; Cagiltay, Kursat – Contemporary Educational Technology, 2016
Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the…
Descriptors: Simulated Environment, Computer Simulation, Observation, Interviews
Peer reviewed Peer reviewed
Direct linkDirect link
An, Yun-Jo – Educational Technology Research and Development, 2016
Only a limited number of research studies have investigated how students design educational computer games and its impact on student learning. In addition, most studies on educational game design by students were conducted in the areas of mathematics and science. Using the qualitative case study approach, this study explored how seventh graders…
Descriptors: Case Studies, Educational Games, Computer Games, Design
Peer reviewed Peer reviewed
Direct linkDirect link
Culp, Katherine McMillan; Martin, Wendy; Clements, Margaret; Lewis Presser, Ashley – Technology, Knowledge and Learning, 2015
Rigorous studies of the impact of digital games on student learning remain relatively rare, as do studies of games as supports for learning difficult, core curricular concepts in the context of normal classroom practices. This study uses a blocked, cluster randomized controlled trial design to test the impact of a digital game, played as homework…
Descriptors: Middle School Students, Computer Games, Educational Games, Intervention
Peer reviewed Peer reviewed
Direct linkDirect link
Jeekratok, Kanisorn; Chanchalor, Sumalee; Murphy, Elizabeth – International Journal of Web-Based Learning and Teaching Technologies, 2014
Children with (ASD) may respond well to web--based learning because computers can provide features such as repetition, visual stimuli and independent interactions that appeal to them. However, there has been limited testing of web-based learning especially outside of institutional settings. The study reported on in this paper involved the testing…
Descriptors: Autism, Pervasive Developmental Disorders, Children, Web Based Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Ghergulescu, Ioana; Muntean, Cristina Hava – International Journal of Artificial Intelligence in Education, 2016
Engagement influences participation, progression and retention in game-based e-learning (GBeL). Therefore, GBeL systems should engage the players in order to support them to maximize their learning outcomes, and provide the players with adequate feedback to maintain their motivation. Innovative engagement monitoring solutions based on players'…
Descriptors: Case Studies, Questionnaires, Electronic Learning, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Sancar Tokmak, Hatice – Asia-Pacific Journal of Teacher Education, 2015
This qualitative case study aimed to investigate Early Childhood Education (ECE) pre-service teachers' perception of development in their technological, pedagogical, content knowledge (TPACK) after designing educational computer games for young children. Participants included 21 ECE pre-service teachers enrolled in the course Instructional…
Descriptors: Qualitative Research, Case Studies, Early Childhood Education, Preservice Teachers
Chang, Chiung-sui; Huang, Ya-Ping – International Association for Development of the Information Society, 2013
To ensure the quality of digital simulation game, we utilized the usability evaluation heuristic in the design and development processes of e-café operational management game-based learning material for students. The application of usability evaluations during this study is described. Additionally, participant selection, data collection and…
Descriptors: Usability, Computer Simulation, Computer Games, Heuristics
Peer reviewed Peer reviewed
Direct linkDirect link
Alexander, Curby – Computers in the Schools, 2014
In this study, student engagement during classroom activities was investigated where sixth graders created digital media projects using historical images. The study employed a qualitative design involving observations, student artifacts, and interviews while students were creating digital storyboards using a Web-based application developed for…
Descriptors: Middle School Students, Grade 6, Learner Engagement, Production Techniques
Peer reviewed Peer reviewed
Direct linkDirect link
Ke, Fengfeng; Abras, Tatiana – British Journal of Educational Technology, 2013
In this paper, we describe an in situ study that examined the diverse design features and effects of three pre-algebra games for middle school children who have either challenges with learning or different language backgrounds. Data were collected through in-field observation, artifact analysis, school performance report and knowledge test during…
Descriptors: Algebra, Middle School Students, Learning Disabilities, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Eastwood, Jennifer L.; Sadler, Troy D. – Computers & Education, 2013
Research in education suggests that computer games can serve as powerful learning environments, however, teachers perceive many obstacles to using games as teaching tools. In this study, we examine three science teachers' implementation and perceptions of a curriculum unit incorporating the game, Mission Biotech (MBt) and a set of supporting…
Descriptors: Case Studies, Observation, Interviews, Technology Integration
Peer reviewed Peer reviewed
Direct linkDirect link
Foster, Aroutis; Shah, Mamta – Journal of Educational Computing Research, 2015
There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Learning Experience
Previous Page | Next Page »
Pages: 1  |  2  |  3