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Showing 481 to 495 of 781 results Save | Export
Pinder, Patrice Juliet – Online Submission, 2018
Very few studies on game-based learning (GBL) have been conducted within the Caribbean; particularly, studies of a mixed-methods nature examining in-service K-12 STEM teachers' perspectives. This paper, which presents preliminary, in brief data results (full study forthcoming), addresses the aforementioned gap and explores the benefits of…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Mixed Methods Research
Say, Serkan; Bag, Hüseyin – Online Submission, 2015
Human being starts learning about life via games. Therefore games have always maintained their importance and have always been interesting since the beginning of the human life. Games are being moved from streets to virtual platforms today as information Technologies are considerably progressing. And because of that, computer games are one of the…
Descriptors: Computer Games, Grade 7, Science Instruction, Self Efficacy
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Almeida, Fernando – Cypriot Journal of Educational Sciences, 2017
The teaching of entrepreneurship is currently a fundamental pillar in the construction of social responsibility with strong impact on the future economic development of society. The use of serious games in the entrepreneurship field is a way of encouraging students' motivation to become entrepreneurs and develop their skills in the field. In this…
Descriptors: Entrepreneurship, Social Responsibility, Teaching Methods, Educational Games
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Mehrpour, Saeed; Ghayour, Maaedeh – Reading Matrix: An International Online Journal, 2017
The present study investigated the effects of educational computerized games on learning English spelling among Iranian children. In doing so, 66 young Iranian English learners with the average age of 9.5, attending the children's branch of Iran Language Institute (ILI), the most well-established state-run language teaching institute in Iran,…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Educational Games
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Werner, Valentin; Lehl, Maria; Walton, Jonathan – International Journal of Mobile and Blended Learning, 2017
Pop lyrics represent a rich, but underused resource in language teaching in both institutional and informal contexts. This is striking in view of analyses from the fields of motivational and cognitive psychology, didactics as well as linguistics, which all provide evidence for the inherent potential of pop lyrics. This paper will first take a…
Descriptors: Music, Teaching Methods, Video Technology, Telecommunications
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Walker, Zachary; McMahon, Don D.; Rosenblatt, Kara; Arner, Tracy – SAGE Open, 2017
The success of Pokémon Go is demonstrating that augmented reality (AR) is reaching the masses quickly and can be a robust tool to enhance student engagement and learning. Leveraging AR for instructional purposes has the potential to become a powerful medium for Universal Design for Learning (UDL) by providing new tools for multiple means of…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Learner Engagement
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Bruni, Coral M.; Winter, Patricia L.; Schultz, P. Wesley; Omoto, Allen M.; Tabanico, Jennifer J. – Environmental Education Research, 2017
People in industrialized countries may be losing their connection with nature. The Get to Know Program (Get to Know) is a multi-faceted program aimed at encouraging direct connection with nature through a variety of activities (observations of wildlife, hiking, creative arts, and special events), specifically among youth. Three studies assessed…
Descriptors: Program Effectiveness, Natural Resources, Outdoor Education, Youth Programs
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Thomas, Antonio Lamar – Turkish Online Journal of Educational Technology - TOJET, 2017
The relatively little amount of time that some college students spend reading their textbooks outside of the classroom presents a significant threat to their academic success. Using Prenksy's (2001) digital game-based learning (DGBL) principles and Astin's student involvement theory as frameworks, the purpose of this true experiment was to…
Descriptors: Textbooks, Electronic Publishing, Textbook Content, Two Year College Students
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Smith, Carmen Petrick; Kenlan, Kris – Mathematics Teaching in the Middle School, 2016
Students' experiences with statistics and data analysis in middle school are often limited to little more than making and interpreting graphs. Although students may develop fluency in statistical procedures and vocabulary, they frequently lack the skills necessary to apply statistical reasoning in situations other than clear-cut textbook examples.…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Statistical Analysis
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Olasina, Gbolahan – British Journal of Educational Technology, 2016
The current research is conducted in the context of Second Life (SL) users in Scottsville, Pietermaritzburg, KwaZulu-Natal, South Africa. The research uses the Symbolic Interactionism Theory (SIT), a social science based theory as theoretical framework to underpin it and help inform the research. The overriding purpose is to analyze evidence of…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Teaching Methods, Social Theories
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Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis – Interactive Learning Environments, 2016
This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…
Descriptors: Computer Software, Computer Simulation, Program Development, Teaching Methods
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Hsu, Chung-Yuan; Tsai, Chin-Chung; Wang, Hung-Yuan – Interactive Learning Environments, 2016
The purpose of this study was to examine the impacts of embedding collaboration into a game with a self-explanation design for supporting the acquisition of light and shadow concepts. The participants were 184 fourth graders who were randomly assigned to three conditions: a solitary mode of the game with self-explanation, a collaborative mode with…
Descriptors: Science Education, Scientific Concepts, Cooperative Learning, Grade 4
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Sung, Han-Yu; Hwang, Gwo-Jen – Interactive Learning Environments, 2018
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
Shapiro, Jordan – Joan Ganz Cooney Center at Sesame Workshop, 2018
"Digital Play for Global Citizens" is an introduction to how educators and parents can use a multitude of innovative technology tools to help their students and children learn about, understand, and engage with our increasingly interconnected world. Educating students to become "macro-minded" (habits of mind that are associated…
Descriptors: Educational Technology, Technology Uses in Education, Global Approach, Citizenship Education
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Hwang, Wu-Yuin; Manabe, Kinnosuke; Cai, Dong-Jhe; Ma, Zhao-Heng – Journal of Educational Computing Research, 2020
The aim of this study is to present three contributing factors to kinesthetic learning. This study employed advanced recognition technologies, pedagogical mechanisms, and interesting activity design. First, kinesthetic learning with a speaking accuracy measuring function to facilitate English as foreign language (EFL) learning is proposed. Namely,…
Descriptors: Kinesthetic Methods, Second Language Learning, Second Language Instruction, English (Second Language)
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