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Anderson, Sky LaRell – E-Learning and Digital Media, 2019
This article approaches games from the perspectives of design and analysis in order to describe how games might employ pedagogical strategies that capitalize on their strengths as interactive media while avoiding the pitfalls of traditional learning games. Specifically, it draws attention to how games employ world building through lore--such as…
Descriptors: Video Games, History Instruction, War, World History
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Chen, Hao-Jan Howard; Hsu, Hsiao-Ling – Computer Assisted Language Learning, 2020
One of the more rapidly advancing subfields of second language acquisition research is Digital-game based language learning (DGBLL) and many studies have found that Commercial off-the-shelf (COTS) games can have a positive effect on vocabulary acquisition. COTS games are specifically made for entertainment purposes, while serious games, which…
Descriptors: Educational Games, Computer Games, Game Based Learning, Simulated Environment
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Rowe, Elizabeth; Eagle, Michael; Hicks, Drew – International Educational Data Mining Society, 2016
Building on prior work visualizing player behavior using interaction networks [1], we examined whether measures of implicit science learning collected during gameplay were significantly related to changes in external pre-post assessments of the same constructs. As part of a national implementation study, we collected data from 329 high school…
Descriptors: Incidental Learning, Educational Games, Scientific Concepts, Optics
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Becnel, Kim, Ed. – IGI Global, 2019
The emergent phenomena of virtual reality, augmented reality, and mixed reality is having an impact on ways people communicate with technology and with each other. Schools and higher education institutions are embracing these emerging technologies and implementing them at a rapid pace. The challenge, however, is to identify well-defined problems…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
Kame'enui, Edward J., Ed.; Baumann, James F., Ed. – Guilford Publications, 2012
This highly regarded work brings together prominent authorities on vocabulary teaching and learning to provide a comprehensive yet concise guide to effective instruction. The book showcases practical ways to teach specific vocabulary words and word-learning strategies and create engaging, word-rich classrooms. Instructional activities and games…
Descriptors: Reading Difficulties, Play, Vocabulary, Learning Strategies
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Eshet, Yoram; Chajut, Eran – Journal of Educational Multimedia and Hypermedia, 2007
The story-telling multimedia, Living Book, is one of the most common edutainment genres, in which children hear and play with interactive and animated stories, in a highly-engaging multimedia environment. Living Books are designed so that every word of the story is projected as text on the computer monitor simultaneously with its narration. This…
Descriptors: Incidental Learning, Computer Assisted Instruction, Multimedia Instruction, Multimedia Materials
Boyd, Gary M. – 1982
Educational games are usually developed by copying existing recreational games and adding instructional components, or by using the intuitive preferences of the designer. However, existing games attract people through ideological value exemplifications. Moreover, whatever else they teach, games teach ideologies of either preservation, equality, or…
Descriptors: Design Requirements, Educational Games, Hidden Curriculum, Incidental Learning
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2014
These proceedings contain the papers of the 10th International Conference on Mobile Learning 2014, which was organised by the International Association for Development of the Information Society, in Madrid, Spain, February 28-March 2, 2014. The Mobile Learning 2014 International Conference seeks to provide a forum for the presentation and…
Descriptors: Conference Papers, Telecommunications, Handheld Devices, Technology Uses in Education
Anderson, Valerie; Bereiter, Carl – 1975
This book lists procedures, materials, special problems, and variations for playing 54 games designed to help children use their thinking abilities in play. The games presented were designed primarily for use in school with children aged 5-9. They give practice in such skills as planning, drawing inferences, seeing things from other points of…
Descriptors: Childrens Games, Class Activities, Cognitive Development, Early Childhood Education
Keesee, Elizabeth – Office of Education, US Department of Health, Education, and Welfare, 1960
The growing practice of beginning instruction in a modern foreign language in the elementary school has created a need for many classroom teachers to become oriented to a whole new field of foreign-language teaching methodology and materials. Since teachers tend to think of language instruction in terms of the English-language arts, the language…
Descriptors: Teaching Methods, Age, Second Language Instruction, Listening Comprehension