NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
What Works Clearinghouse Rating
Showing 1 to 15 of 57 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Uluay, Gulsah; Dogan, Alev – Journal of Education in Science, Environment and Health, 2020
The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. In accordance with this purpose, key factors towards using digital games in classroom are also observed. Convergent parallel design that is a type of mix method…
Descriptors: Preservice Teachers, Science Teachers, Teaching Methods, Electronic Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Berry, David Malcolm – MEXTESOL Journal, 2021
This paper investigates the effectiveness of students playing the "Spaceteam ESL" video game to enhance their pronunciation of English words and sentences. To achieve this goal, the researcher conducted a quasi-experimental pretest-posttest research design. The formation of the experimental group and control group employed the practice…
Descriptors: Pronunciation Instruction, Teaching Methods, Comparative Analysis, Instructional Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Casañ-Pitarch, Ricardo; Gong, Jingtao – Language Learning in Higher Education, 2021
The use of video games in the foreign language classroom is becoming an emerging tendency. This paper aims at analysing how the serious video game "ImmerseMe" influences the learning of Spanish as a foreign language within a group of 22 Chinese students. This research was conducted through an experiment that included testing…
Descriptors: Vocabulary Development, Spanish, Second Language Learning, Second Language Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Barringer, Daniel F.; Plummer, Julia D.; Kregenow, Julia; Palma, Christopher – Physical Review Physics Education Research, 2018
[This paper is part of the Focused Collection on Astronomy Education Research.] An increased interest in using video games in educational contexts has led to many innovations in both formal and informal environments. Educational researchers, instructional designers, and educators have sought and developed ways to incorporate video games or…
Descriptors: Introductory Courses, Astronomy, Online Courses, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Janebi Enayat, Mostafa; Haghighatpasand, Mohsen – Innovation in Language Learning and Teaching, 2019
Although adventure video games have been identified as effective tools for education, few studies have examined the usefulness of such games for language learning. The present classroom-based investigation, therefore, examined the possibility of exploiting commercial adventure video games for improving vocabulary recall of second language learners…
Descriptors: Video Games, Second Language Learning, Second Language Instruction, English (Second Language)
Peer reviewed Peer reviewed
PDF on ERIC Download full text
López Carrillo, Dolores; Calonge García, Amelia; Rodríguez Laguna, Teresa; Ros Magán, Germán; Lebrón Moreno, José Alberto – Electronic Journal of e-Learning, 2019
Pre-service teachers frequently express negative prejudices towards science and the methodologies traditionally used during their training. Gamification is a booming technology based on combining the psychological aspects, mechanics and dynamics of a game in non-ludic environments. The use of gamification has shown good outcomes in terms of…
Descriptors: Preservice Teachers, Teaching Methods, Instructional Innovation, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Calvo-Ferrer, José Ramón – Interactive Learning Environments, 2020
Although the "digital natives" theory is still used to justify the implementation of technologies such as video games in the language classroom, whether digital nativeness (i.e. the extent to which an individual embodies the characteristics attributed to digital natives) may be used as a predictor of digital game-based learning outcomes…
Descriptors: Computer Games, Video Games, Second Language Instruction, Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Pedersen, Scott J.; Cooley, Paul D.; Cruickshank, Vaughan J. – Physical Education and Sport Pedagogy, 2017
Background: The advent of technology use in physical education is upon us. But the implications of using exergames as a substitute for traditional physical education instruction for some students raise questions. Although exergames have the potential to increase energy expenditure and motivation in some children, it is less clear whether they can…
Descriptors: Teaching Methods, Physical Education, Exercise, Program Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Paney, Andrew S. – Music Education Research, 2015
The purpose of this study was to investigate the effect of singing video games on the pitch-matching skills of undergraduate students. Popular games like "Rock Band" and "Karaoke Revolutions" rate players' singing based on the correctness of the frequency of their sung response. Players are motivated to improve their…
Descriptors: Singing, Music Education, Intonation, Accuracy
Peer reviewed Peer reviewed
Direct linkDirect link
Yang, Jie Chi; Lin, Yi Lung; Liu, Yi-Chun – Environmental Education Research, 2017
Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners' reactions to digital games for…
Descriptors: Educational Games, Teaching Methods, Video Games, Technology Uses in Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ebrahimzadeh, Mohsen – English Language Teaching, 2017
The present study investigated vocabulary acquisition through a commercial digital video game compared to a traditional pencil-and-paper treatment. Chosen through cluster sampling, 241 male high school students (age 12-18) participated in the study. They were randomly assigned to one of the following groups. The first group, called Readers,…
Descriptors: Vocabulary Development, Video Games, Conventional Instruction, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Yu-Hsuan; Wang, Chang-Hwa – Interactive Learning Environments, 2018
Although research has indicated that augmented reality (AR)-facilitated instruction improves learning performance, further investigation of the usefulness of AR from a psychological perspective has been recommended. Researchers consider presence a major psychological effect when users are immersed in virtual reality environments. However, most…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Psychological Patterns
Peer reviewed Peer reviewed
Direct linkDirect link
Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Learning Environments, 2018
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Leonard, Jacqueline; Buss, Alan; Gamboa, Ruben; Mitchell, Monica; Fashola, Olatokunbo S.; Hubert, Tarcia; Almughyirah, Sultan – Journal of Science Education and Technology, 2016
This paper describes the findings of a pilot study that used robotics and game design to develop middle school students' computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students' pre-post self-efficacy…
Descriptors: Robotics, Design, Self Efficacy, Student Attitudes
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Jalalian, Farzad – Advances in Language and Literary Studies, 2018
The inability of English language learners to recall English concepts is a major challenge faced by teachers. This paper aims to determine the effectiveness of video educational games with a linguistic approach in English language education of the 2nd grade high school students. This is an applied and quasi-experimental study conducted in 2016.…
Descriptors: Video Games, Educational Games, Sampling, Control Groups
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4