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Showing 1 to 15 of 16 results Save | Export
Michael Heater Jr. – ProQuest LLC, 2023
Disengagement from school represents the beginning stages of the general process which can end with dropout (Archambault et al., 2022; Henry et al., 2012). Disengagement, amplified by the recent impact of the COVID-19 pandemic, continues to impact the education of students in the United States, which if not addressed, can begin a cycle which may…
Descriptors: Video Games, Computer Games, Competition, Student Athletes
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Erlina; Dylan P. Williams; Chris Cane; Hairida; Maria Ulfah; Azwa F. Wafiq – Chemistry Education Research and Practice, 2024
The range of abstract concepts encountered when learning chemistry and the inability of students to make connections between the macroscopic, sub-microscopic, and symbolic representations, used in chemistry teaching, are believed to be the main reasons for students' difficulty when learning chemistry. Prediction and determination of molecular…
Descriptors: Foreign Countries, College Freshmen, Chemistry, Science Instruction
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Werner, Linda; Denner, Jill; Campe, Shannon; Torres, David M. – ACM Transactions on Computing Education, 2020
This article builds on prior work that aims to measure computational learning (CL) during middle school. Since game computational sophistication (GCS) has been used as a proxy for a student's engagement in CL we build on their model to more completely describe the relationship between different types of building blocks of computer games and GCS.…
Descriptors: Computation, Middle School Students, Knowledge Level, Learner Engagement
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Bodzin, Alec; Junior, Robson Araujo; Hammond, Thomas; Anastasio, David – Journal of Science Education and Technology, 2021
An immersive virtual reality (iVR) game for high school students to learn about locations in their watershed with a primary focus on their city was designed and developed, employing a design model that focuses on flow. An exploratory study with the iVR game was conducted in an urban school in the eastern USA with 57 adolescents ages 16-18 from a…
Descriptors: High School Students, Computer Games, Computer Simulation, Place Based Education
Ayman Alzaid – ProQuest LLC, 2023
As computer games become integral to students' learning experiences, this dissertation investigates the impact of educational game-based learning on mathematical outcomes and attitudes among elementary school students. Employing data science techniques, including statistical approaches and quantitative analysis through data mining of gameplay data…
Descriptors: Computer Games, Outcomes of Education, Game Based Learning, Mathematics Instruction
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Wang, Chung-Hsiang; Wu, Ko-Chiu; Tsau, Saiau-Yue – Journal of Educational Computing Research, 2019
The aim of this study was to design a digital game that imparts the concept of urban heat island effects to aid in environmental education. Within the play-time limits, gamers must be alert to signs of warning from the environment and keep the balance between economic growth and the temperature of the environment, so they can safely manage the…
Descriptors: Instructional Design, Educational Games, Marketing, Environmental Education
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A, Gulinna; Lee, Youngjin – International Journal on E-Learning, 2020
Gamification, the use of game design elements in non-gaming context, has been introduced to education as a novel teaching and learning approach to engage learners. Current literature has focused on finding ways to afford the playfulness and gamefulness of gamification. This paper has studied college students' perceptions of pleasure in learning to…
Descriptors: Game Based Learning, Teaching Styles, Instructional Effectiveness, Cooperative Learning
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Engerman, Jason A.; MacAllan, Monique; Carr-Chellman, Alison A. – Educational Technology Research and Development, 2018
Boys are less likely to receive praise and recognition for good schoolwork, to consider school important, and have fewer opportunities to do the things that they do best (Lopez and Calderon in How America's boys become psychological dropouts. The gallup blog, 2013). Traditional school cultures have come in conflict with the normal and natural ways…
Descriptors: Males, Qualitative Research, Conventional Instruction, Video Games
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Wingo, Nancy Pope; Roche, Cathy; Willig, James – AERA Online Paper Repository, 2018
This qualitative study explored undergraduate nursing students' perceptions of team competition, motivation, and learner engagement in an online educational game developed at one university. Researchers explored qualitative data from focus groups, observations, and documents by coding for themes and sub-themes. They found that students were mainly…
Descriptors: Undergraduate Students, Nursing Students, Teamwork, Competition
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Lakanen, Antti Jussi; Isomöttönen, Ville – Informatics in Education, 2018
This longitudinal study investigates the impact of an extra-curricular programming workshop in student interest development in computer science. The workshop was targeted at 12-18-year old youngsters. A survey was sent to all previous participants with a known home address; 31.5% responded the survey (n = 197). This data was then combined with…
Descriptors: Computer Science Education, Extracurricular Activities, Programming, Workshops
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Alharthi, Saleh – TESOL International Journal, 2020
Technology use in the classroom to improve student's learning has gained significant attention over the past few years. Technology has metamorphosed from CALL to MALL and the use of gamification. Teachers are more concerned with methodologies that can improve students' motivation and engagement, particularly in EFL classrooms. This mixed method…
Descriptors: Teaching Methods, Second Language Learning, Second Language Instruction, English (Second Language)
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Buteau, Chantal; Muller, Eric – International Journal of Game-Based Learning, 2018
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which "players think and act like real world professionals" has been called epistemic. This article presents an empirical…
Descriptors: Computer Games, Educational Games, Probability, Educational Technology
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Khan, Amna; Ahmad, Farzana Hayat; Malik, Muhammad Muddassir – Education and Information Technologies, 2017
This study aimed to identify the impact of a game based learning (GBL) application using computer technologies on student engagement in secondary school science classrooms. The literature reveals that conventional Science teaching techniques (teacher-centered lecture and teaching), which foster rote learning among students, are one of the major…
Descriptors: Secondary School Students, Science Instruction, Instructional Design, Gender Differences
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Inchamnan, Wilawan – IAFOR Journal of Education, 2016
This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL). A behavior analysis for measuring the creative potential of computer game activities and learning…
Descriptors: Computer Games, Learning Activities, Science Process Skills, Check Lists
Moorthy, Savitha; Hupert, Naomi; Llorente, Carlin; Pasnik, Shelley – Education Development Center, Inc., 2014
This report presents results from the "CPB-PBS Ready To Learn PEG+CAT" Content Study. "PEG+CAT" is a unique transmedia property that emphasizes early mathematics and problem solving. Each episode is structured around a specific mathematical problem the characters are trying to solve together. It includes video episodes,…
Descriptors: Multimedia Instruction, Mathematics Instruction, Problem Solving, Preschool Children
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