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I-Fan Lo; Ching-Huei Chen – Research in Science & Technological Education, 2024
Interdisciplinary learning has become prevalent as a means of solving problems encountered in everyday life. Yet, there is a lack of experimental studies investigating strategies to facilitate interdisciplinary learning. This study explored the impacts of timing and types of instructional materials on the study of interdisciplinary subjects. A 2 ×…
Descriptors: Interdisciplinary Approach, Time Factors (Learning), Instructional Materials, Game Based Learning
Banks, Rebecca; Porchia, Starian; McCallum, Jasmine; Schiner, Nick – Childhood Education, 2023
In the wake of all that educators are navigating these days, they've proven to be not only resilient, but also innovative. They continue intentionally finding new and exciting ways to create powerful learning opportunities for all students. Reinvent the Classroom, an initiative by Digital Promise, HP, Microsoft, and Intel, supports, celebrates,…
Descriptors: Educational Innovation, Educational Technology, Technology Uses in Education, Writing (Composition)
Wilson, Christopher D.; Reichsman, Frieda; Mutch-Jones, Karen; Gardner, April; Marchi, Lisa; Kowalski, Susan; Lord, Trudi; Dorsey, Chad – Journal of Science Education and Technology, 2018
Research-based digital games hold great potential to be effective tools in supporting next-generation science learning. However, as with all instructional materials, teachers significantly influence their implementation and contribute to their effectiveness. To more fully understand the contributions and challenges of teacher implementation of…
Descriptors: Curriculum Implementation, Educational Games, Science Materials, Science Curriculum
Al-Tarawneh, Mohammad Hasan – Journal of Education and Practice, 2016
This study aimed at investigating the effectiveness of educational games on scientific concepts acquisition by the first grade students. The sample of the study consisted of (53) male and female students distributed into two groups: experimental group (n = 26) which taught by educational games, and control group (n = 27) which taught by…
Descriptors: Scientific Concepts, Educational Games, Grade 1, Experimental Groups
Bajko, Robert; Hodson, Jaigris; Seaborn, Katie; Livingstone, Pamela; Fels, Deborah – Information Systems Education Journal, 2016
Gamification is an increasingly acceptable alternative to traditional classroom structures and practices that is based on the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and courses. While gamification in the classroom is not…
Descriptors: Undergraduate Students, Multimedia Materials, Social Media, Student Participation
Apperley, Thomas; Walsh, Christopher – Literacy, 2012
This article argues that digital games and school-based literacy practices have much more in common than is reported in the research literature. We describe the role digital game paratexts--ancillary print and multimodal texts about digital games--can play in connecting pupils' gaming literacy practices to "traditional" school-based literacies…
Descriptors: Teachers, Literature, Literacy, Students
An Effective Method of Introducing the Periodic Table as a Crossword Puzzle at the High School Level
Joag, Sushama D. – Journal of Chemical Education, 2014
A simple method to introduce the modern periodic table of elements at the high school level as a game of solving a crossword puzzle is presented here. A survey to test the effectiveness of this new method relative to the conventional method, involving use of a wall-mounted chart of the periodic table, was conducted on a convenience sample. This…
Descriptors: Puzzles, Secondary School Science, Chemistry, Teaching Methods
Tsai, Chia-Wen; Hsu, Pi-Fang; Tseng, Hsueh-Ju – International Journal of Information and Communication Technology Education, 2013
This research focuses on exploring the effects of game-based learning (GBL) and self-regulated learning (SRL) on promoting students' learning and the interactions between teachers, students and peers. The experiment designed for this study was conducted in the course of "Media Marketing Management". The effects of GBL, SRL, and their…
Descriptors: Educational Games, Computer Games, Independent Study, Interaction
Chee, Yam San; Mehrotra, Swati; Liu, Qiang – Electronic Journal of e-Learning, 2013
Educational systems worldwide are being challenged to respond effectively to the digital revolution and its implications for learning in the 21st century. In the present new media age, educational reforms are desperately needed to support more open and flexible structures of on-demand learning that equip students with competencies required in a…
Descriptors: Citizenship Education, Educational Change, Educational Games, Governance
Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David – Australasian Journal of Educational Technology, 2012
Computer games are purported to be effective instructional tools that enhance motivation and improve engagement. The aim of this study was to investigate how tertiary student experiences change when instruction was computer game based compared to lecture based, and whether experiences differed between high and low achieving students. Participants…
Descriptors: Educational Games, Computer Games, Course Content, Lecture Method
Collins, Kathleen M.; Griess, Carolyn J. – Young Children, 2011
Young children draw on all their senses to engage with the world around them. Despite research that documents the diversity of ways children learn and express themselves (Eisner 1994; Gallas 2003), primary education has become more focused on addressing early learning standards than ever before. How might today's teachers individualize learning…
Descriptors: Primary Education, Speech Therapy, Oral Language, Art Education
Beach, Richard – Research in the Schools, 2012
This article reviews research on English language arts teachers' use of digital tools in the classroom to remediate print literacies. Specifically, this review focuses on the affordances of digital tools to foster uses of digital literacies of informational/accessibility, collaboration knowledge construction, multimodal communication, gaming…
Descriptors: Cooperation, Feedback (Response), Language Arts, English Instruction
Chuang, Tsung-Yen; Chen, Wei-Fan – Educational Technology & Society, 2009
This experimental study investigated whether computer-based video games facilitate children's cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study explored the impact of the varied types of instructional delivery strategies on children's learning achievement. One major research null hypothesis was…
Descriptors: Video Games, Computer Assisted Instruction, Foreign Countries, Teaching Methods
Fritzsche, David J. – Journal of Experiential Learning and Simulation, 1980
Reports the results of an experiment assessing the effectiveness of two different approaches to using simulation games in a marketing course. In one, the game was used as a supplement to the standard lecture/discussion format; in the other, it was used as the central delivery vehicle. Twenty-one references are listed. (Author/LLS)
Descriptors: Comparative Analysis, Educational Games, Higher Education, Intermode Differences
Willett, Rebekah – Learning, Media and Technology, 2007
This article focuses on data collected from a project called "Shared Spaces: Informal Learning and Digital Cultures". The project aimed to build links between young peoples' leisure and learning experiences, by engaging with the content and styles of learning connected with digital cultures in homes and community centres. The article focuses on…
Descriptors: Educational Technology, Informal Education, Constructivism (Learning), Computer Uses in Education
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