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Andreas Giannakoulas; Stelios Xinogalos – Journal of Educational Computing Research, 2025
This study critically reviews sixteen empirical studies that investigate the various difficulties that primary school students encounter while learning programming through educational games. Specifically, the challenges that students face in understanding basic programming concepts and the game elements that contribute to these difficulties, as…
Descriptors: Elementary School Students, Elementary School Teachers, Programming, Game Based Learning
Oliver J. Mason; Siobhan Collman; Stella Kazamia; Ioana Boureanu – Journal of Cybersecurity Education, Research and Practice, 2024
This pilot study aims to assess the acceptability of Open University's training platform called Gamified Intelligent Cyber Aptitude and Skills Training course (GICAST), as a means of improving cybersecurity knowledge, attitudes, and behaviours in undergraduate students using both quantitative and qualitative methods. A mixed-methods, pre-post…
Descriptors: Career Readiness, Computer Science, Computer Security, Gamification
Mohsen, Kholoud; Abdollahi, Shahpar; Omar, Suha – Innovations in Education and Teaching International, 2019
Simulation games (SGs) offer great opportunities for students to learn and experience real-world business decisions in a risk-free learning environment. However, the impact of using SG on educational outcomes is not fully understood. Drawing on experiential learning theory, we develop a conceptual model to examine students' perceptions of the…
Descriptors: Educational Games, Simulation, Experiential Learning, Graduate Students
Salgado-Jauregui, Estefanía; Martindale, Rowan C.; Ellins, Katherine; Reyes, Enrique; Weiss, Anna – Journal of Geoscience Education, 2022
Although many have suggested the use of games to motivate active learning, studies that evaluate the learning outcomes of games with high school students are scarce. Here, we present the evaluation of the board game "Taphonomy: Dead and Fossilized" as an active learning tool to teach fossilization and Earth systems thinking with rising…
Descriptors: Outcomes of Education, Educational Games, High School Students, Summer Programs
Edmunds, Julie A.; Arshavsky, Nina; Coyle, Victoria; Hutchins, Bryan C.; Gicheva, Dora; Lewis, Karla; Williams, Melissa; Rosof, Laura; Henson, Bob – SERVE Center at University of North Carolina at Greensboro, 2022
Project EQuIPD--Engaging Quality Instruction through Professional Development--sought to establish and test for efficacy a professional development model to produce highly qualified teachers in STEM practices for all children, especially for students who are in traditionally underserved schools and districts within the State of Florida. The…
Descriptors: Faculty Development, Models, STEM Education, Teacher Education
See, Beng Huat; Morris, Rebecca; Gorard, Stephen; Siddiqui, Nadia – Educational Research and Evaluation, 2019
This paper presents the findings of a 1-year efficacy trial of Maths Counts (MC), an intensive, individualised programme delivered by trained teaching assistants. The programme was delivered 3 times a week over 10 weeks. The sample included 291 Year 3 to Year 6 pupils (age 7 to 11) from 35 primary schools in England. Pupils were individually…
Descriptors: Foreign Countries, Mathematics Instruction, Teacher Aides, Teaching Methods
Othman, Norasmah; Nasrudin, Norfadhilah – Education & Training, 2016
Purpose: The purpose of this paper is to evaluate students' views on the on-the-campus entrepreneurship programs in Malaysian polytechnics. Participation in the entrepreneurship programs is able to stimulate an interest in entrepreneurship, and improve the knowledge, skills, and entrepreneurial experience of its students.…
Descriptors: Entrepreneurship, Vocational Education, Program Effectiveness, Program Evaluation
Cooper, Darren; Higgins, Steve; Beckmann, Nadin – Journal of Educational Technology Systems, 2017
Online instructional videos are becoming increasingly common within education. This study adopts a quasi-experimental 2 × 2 crossover design (control and experimental groups) to evaluate the efficacy of instructional videos to teach practical rehabilitation skills. The students performed practical sessions in class and were formatively assessed by…
Descriptors: Video Technology, Educational Technology, Teaching Methods, Supplementary Education
Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos – Universal Journal of Educational Research, 2014
The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…
Descriptors: Educational Technology, Educational Games, Video Games, Teaching Methods
Sklavakis, Dimitrios; Refanidis, Ioannis – International Journal of Artificial Intelligence in Education, 2013
This article describes an intelligent, integrated, web-based school for tutoring expansion and factoring of algebraic expressions. It provides full support for the management of the usual teaching tasks in a traditional school: Student and teacher registration, creation and management of classes and test papers, individualized assignment of…
Descriptors: Mathematics Education, Intelligent Tutoring Systems, Algebra, Mathematics Instruction
Robertson, Judy – Computers & Education, 2012
This paper argues that making computer games as part of a classroom project can develop a range of new media storytelling, visual design and audience awareness skills. This claim is supported by data from the evaluation of a six week game making project in a state funded primary school in which 11-12 year old learners made their own computer games…
Descriptors: Audience Awareness, Females, Gender Differences, Peer Evaluation
van Kuyk, Jef J. – European Early Childhood Education Research Journal, 2011
The dynamic systems theory, a theory that goes beyond Piaget and Vygotsky, looks promising for curriculum development. In this theory it is explained how a curriculum that creates physical and psychological space for play and initiative learning (self-regulation) is being designed and how the teacher can support the enrichment of play and…
Descriptors: Curriculum Development, Play, Systems Approach, Instructional Effectiveness
Education Scotland, 2015
This new updated fourth edition of "How Good is Our School?" is the result of a wide-ranging consultation through which stakeholders have contributed to the development of a substantially new set of quality indicators and supporting toolkit. This publication is designed to promote effective self-evaluation as the first stage in a process…
Descriptors: Educational Quality, Educational Indicators, Self Evaluation (Groups), Educational Improvement
Duran, Mesut; Brunvand, Stein; Ellsworth, Justin; Sendag, Serkan – Journal of Research on Technology in Education, 2012
This study reports on a district-wide research-based professional development (PD) that included 207 teachers and administrators. Data were collected from pre/post surveys, content analysis of the participants' wiki pages, and a follow-up questionnaire. Findings indicate that participants significantly improved their foundational and technical…
Descriptors: Program Effectiveness, Content Analysis, Internet, School Districts
Wortmann, Charles S.; Glewen, Keith L.; Williams, Susan N. – Journal of Extension, 2011
Adoption resulting from University of Nebraska-Lincoln Crop Management Diagnostic Clinic (CMDC) field days was evaluated using an on-line survey. Respondents reported significant gains in skills because of CMDC, but the gains were similar across skill areas. Adoption was affected by compatibility with the cropping system, relative advantage,…
Descriptors: Skill Analysis, Skill Development, Mail Surveys, Program Effectiveness
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