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Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
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Squire, Nikki – Journal of Educators Online, 2023
Digital game-based learning (DGBL) has shown to be an effective approach to gamifying the learning experience in any course and learning environment. To make learning more active and engaging for students, college faculty can use educational technologies such as game-based student response systems (SRSs) and interactive PowerPoint games as a…
Descriptors: Computer Games, Game Based Learning, Gamification, Online Courses
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Oliver, Kyle Matthew – Teaching Theology & Religion, 2019
This article presents a pedagogical approach to training seminarians for faith leadership in the era of what Heidi Campbell has called "networked religion." It argues that the increasing digital mediation of religious practice, expression, and community represents an opportunity for students to explore and inhabit ministry sites and…
Descriptors: Theological Education, Church Related Colleges, Social Change, Religion
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Shroff, Ronnie Homi; Ting, Fridolin Sze Thou; Lam, Wai Hung – Australasian Journal of Educational Technology, 2019
This article reports on the design, development, and validation of a new instrument, the Technology-Enabled Active Learning Inventory (TEAL), to measure students' perceptions of active learning in a technology-enabled learning context. By laying the theoretical foundation, a conceptual framework for technology-enabled active learning was…
Descriptors: Student Attitudes, Active Learning, Validity, Measures (Individuals)
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Smith, Carmen Petrick; Kenlan, Kris – Mathematics Teaching in the Middle School, 2016
Students' experiences with statistics and data analysis in middle school are often limited to little more than making and interpreting graphs. Although students may develop fluency in statistical procedures and vocabulary, they frequently lack the skills necessary to apply statistical reasoning in situations other than clear-cut textbook examples.…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Statistical Analysis
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Dejonckheere, Peter J. N.; Desoete, Annemie; Fonck, Nathalie; Roderiguez, Dave; Six, Leen; Vermeersch, Tine; Vermeulen, Lies – Electronic Journal of Research in Educational Psychology, 2014
Introduction: In the present study we used a metaphorical representation in order to stimulate the numerical competences of six-year-olds. It was expected that when properties of physical action are used for mathematical thinking or when abstract mathematical thinking is grounded in sensorimotor processes, learning gains should be more pronounced…
Descriptors: Mathematics Instruction, Number Concepts, Elementary School Mathematics, Numeracy
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Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
Wale, Christine M. – ProQuest LLC, 2013
Digital games are widely popular and interest has increased for their use in education. Digital games are thought to be powerful instructional tools because they promote active learning and feedback, provide meaningful contexts to situate knowledge, create engagement and intrinsic motivation, and have the ability individualize instruction.…
Descriptors: Academic Achievement, Mathematics, Mathematics Instruction, Mathematical Aptitude
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Urban, Michael J., Ed.; Falvo, David A., Ed. – IGI Global, 2016
The application of technology in classroom settings has equipped educators with innovative tools and techniques for effective teaching practice. Integrating digital technologies at the elementary and secondary levels helps to enrich the students' learning experience and maximize competency in the areas of science, technology, engineering, and…
Descriptors: Elementary Secondary Education, STEM Education, Outcomes of Education, Technology Integration
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2021
These proceedings contain the papers of the 18th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2021), held virtually, due to an exceptional situation caused by the COVID-19 pandemic, from October 13-15, 2021, and organized by the International Association for Development of the Information Society…
Descriptors: Computer Simulation, Open Educational Resources, Telecommunications, Handheld Devices
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IGI Global, 2018
The rapid growth in online and virtual learning opportunities has created culturally diverse classes and corporate training sessions. Instruction for these learning opportunities must adjust to meet participant needs. "Online Course Management: Concepts, Methodologies, Tools, and Applications" is a comprehensive reference source for the…
Descriptors: Online Courses, Electronic Learning, Distance Education, Educational Trends
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Ludwig, Jessica; Green, Lauren – 1998
This paper describes the development, design, and implementation of an educational multimedia program. The program, "Jungle Quest," combined HyperStudio and word study in a game for classroom use. Methods for word study provide a carefully sequenced teaching of phonics, vocabulary, and spelling following children's natural stages of…
Descriptors: Active Learning, Computer Assisted Instruction, Computer Games, Computer Software Development
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games