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Ahmed Tlili; Michael Agyemang Adarkwah; Soheil Salha; Juan Garzón; Kinshuk; Daniel Burgos – Interactive Learning Environments, 2024
While several studies have investigated the effects of educational games in education, less attention has been paid specifically to the effects of educational mobile games in education. To address this gap, this study conducted a meta-analysis and research synthesis of 38 studies (N = 3302 participants) to investigate the effects of educational…
Descriptors: Educational Games, Puzzles, Handheld Devices, Technology Uses in Education
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DeArmond, Marc C.; Shelton, Brett E.; Hsu, Yu-Chang – International Journal of Game-Based Learning, 2022
While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Educational Technology
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Yu-Cheng Lin; Huei-Tse Hou – Asia-Pacific Education Researcher, 2024
Strategic planning is a key competency for business management education. This study designed a dual scaffold-oriented strategy planning board game based on cognitive scaffolding and peer scaffolding and combined it with a real-time checking mechanism using mobile technology. The 68 university students were divided into an experimental group for…
Descriptors: Educational Games, Design, Strategic Planning, Evaluation Methods
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Ebadi, Saman; Rasouli, Rezvan; Mohamadi, Mona – Interactive Learning Environments, 2023
Student response systems (SRS) have been used to provide teachers with immediate feedback on learners' performance to understand their weaknesses and strengths. This exploratory study is aimed at focusing on both distractive and facilitative aspects of using SRS in English as a foreign language (EFL) classes to assess learners' understanding of…
Descriptors: Foreign Countries, Undergraduate Students, Second Language Learning, English (Second Language)
DeWitt, Sara – ZERO TO THREE, 2020
This article provides an overview of the PBS KIDS production process and discusses how the network approaches the creation of educational media for children in this digital, multiplatform age. Multiple research studies show that children can benefit from highquality video and digital games, especially when parents also engage with that media…
Descriptors: Educational Television, Educational Games, Young Children, Handheld Devices
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Sun, Zhong; Lin, Chin-Hsi; Lv, Kaiyue; Song, Jie – Educational Technology Research and Development, 2021
Mobile serious games are increasingly utilized as educational tools in elementary schools, and a considerable body of research has focused on evaluating such games' educational effectiveness. However, such work has generally ignored learning processes, and especially how knowledge is constructed. Given the important role of knowledge construction…
Descriptors: Telecommunications, Handheld Devices, Elementary School Students, Educational Games
Chary, Mamatha; McEldoon, Katherine; Churaman, Tanya – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Educational Principles, Learning, Educational Technology, Technology Uses in Education
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Petritis, Steven J.; Byrd, Katherine M.; Schneller, Will – Journal of Chemical Education, 2022
For years, hybridization in chemistry has been taught using static pictures and model kits. We decided to reimagine how students learn hybridization through the development of a mobile learning tool. The tool contains gamification features, such as achievements and progressive leveling that keep students engaged, while the mobile platform allows…
Descriptors: Science Instruction, Chemistry, Teaching Methods, Scientific Concepts
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Tocu, Adrian; Beldiman, Iuliana; Cruceat, Alin; Butean, Alexandru – International Association for Development of the Information Society, 2019
This paper presents an ongoing development process for an experimental application that aims to train an inexperienced user to operate a mobile device and receive Augmented Reality (AR) guidelines for basic pick-and-place operations. The purpose of the presented work is to offer a learning environment for placing multiple physical tools in…
Descriptors: Telecommunications, Handheld Devices, Computer Simulation, Educational Games
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Sezgin, Sezan – Turkish Online Journal of Distance Education, 2020
This systematic review investigates two foci: identifying the ongoing status of smart personal digital assistants in educational contexts and the possible relationship between smart personal digital assistants and gamification elements. This relationship is expressed in almost two new figurative terms, namely, robo-sapiens and robo-ludens and the…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
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Suganob, Irene Divinagracia – Journal of Science and Mathematics Education in Southeast Asia, 2019
Purpose: This study reports the effects of the developed localized mobile game "Hangaway Game" on the performance of Grade 11 students in Statistics and Probability. Methodology: The quasi-experimental design of research (Ary, Jacobs, & Razavish, 1996) was used in this study. Prior to the conduct of research, the mobile game…
Descriptors: Grade 11, Secondary School Mathematics, Mathematics Instruction, Telecommunications
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Giannakas, Filippos; Kambourakis, Georgios; Papasalouros, Andreas; Gritzalis, Stefanos – Educational Technology Research and Development, 2018
With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus,…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
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Morelock, John R.; Salado, Alejandro; Lakeh, Arash Baghaei; Richards, Trevor K. – Advances in Engineering Education, 2021
In undergraduate engineering education, students are often overexposed to problem-solving methods that are unrepresentative of how engineers solve problems in practice. For decision-making problems, in particular, students are commonly taught to compare alternative solutions using known and provided information. However, many real-world…
Descriptors: Engineering Education, Teaching Methods, Educational Games, Simulation
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Birch, Heather J. S.; Brett, Clare – International Association for Development of the Information Society, 2019
This paper describes the use of an Android app, PracticeCactus, to support independent piano practice in the context of one music teacher's private studio through a feature known as "Daily Practice Goal" (DPG) notifications. DPG notifications are positioned here as a type of alternative to a traditional leaderboard within a gamified…
Descriptors: Telecommunications, Handheld Devices, Music Education, Educational Technology
Schenke, Katerina; Redman, Elizabeth J. K. H.; Chung, Gregory K. W. K.; Chang, Sandy M.; Feng, Tianying; Parks, Charles B.; Roberts, Jeremy – Grantee Submission, 2020
Understanding digital supports for early learning is paramount for school readiness and later mathematics learning. We present results from a randomized control trial evaluating a digital app (Measure Up!) and a parent companion app (Super Vision) designed to teach children measurement concepts, a skill that many teachers do not feel comfortable…
Descriptors: Program Evaluation, Instructional Effectiveness, Teaching Methods, Handheld Devices
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