NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
No Child Left Behind Act 20011
What Works Clearinghouse Rating
Showing 601 to 615 of 781 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Zualkernan, Imran A.; Husseini, Ghaleb A.; Loughlin, Kevin F.; Mohebzada, Jamshaid G.; El Gaml, Moataz – Chemical Engineering Education, 2013
Social networking platforms and computer games represent a natural informal learning environment for the current generation of learners in higher education. This paper explores the use of game-based learning in the context of an undergraduate chemical engineering remote laboratory. Specifically, students are allowed to manipulate chemical…
Descriptors: Social Networks, Chemical Engineering, Computer Games, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Proctor, Michael D.; Marks, Yaela – Computers & Education, 2013
This research reports and analyzes for archival purposes surveyed perceptions, use, and access by 259 United States based exemplar Primary and Secondary educators of computer-based games and technology for classroom instruction. Participating respondents were considered exemplary as they each won the Milken Educator Award during the 1996-2009…
Descriptors: Teacher Attitudes, Elementary School Teachers, Computer Uses in Education, Educational Technology
Di Loreto, Ines; Mora, Simone; Divitini, Monica – International Association for Development of the Information Society, 2013
Games for crisis management offer an interesting complement to traditional training. Experiments on their usage show that games can be promising tools able to address some of the limitations of traditional training. Also our first assessment with a board game for panic management shows that this particular kind of game could be useful for soft…
Descriptors: Technology Uses in Education, Educational Technology, Electronic Learning, Telecommunications
Peer reviewed Peer reviewed
Direct linkDirect link
Greenlaw, Jim – Educational Philosophy and Theory, 2015
If Neil Postman, were alive today, what would he say to Prensky, the originator of the term, "digital native", about the ways in which teachers should approach the wonders and perils of e-learning in their classrooms? As the Dean of a faculty of education which is devoted to both creating and critiquing a variety of digital teaching and…
Descriptors: Electronic Learning, Teaching Methods, Accountability, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Voulgari, Iro; Komis, Vassilis; Sampson, Demetrios G. – Educational Technology Research and Development, 2014
Over the past decade research has recognised the learning potential of massively multiplayer online games (MMOGs). MMOGs can be used by the technology-enhanced learning research community to study and identify good educational practices that may inspire engaging, creative and motivating approaches for education and learning. To this end, in this…
Descriptors: Computer Games, Educational Technology, Teaching Methods, Student Attitudes
Shea, Andrea Misao – ProQuest LLC, 2014
Communication is a key component in learning a second language (L2). As important as the "ability" to communicate in the L2 is the willingness to use the L2 or, what has been identified in the literature as "Willingness to Communicate" (WTC). Language is best learned when situated in, and based on, real-life experiences.…
Descriptors: Second Language Learning, Communication Strategies, Teaching Methods, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Carliner, Saul, Ed. – Association for the Advancement of Computing in Education, 2019
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2019: World Conference on E-Learning" took place in New…
Descriptors: Conferences (Gatherings), Electronic Learning, Conference Papers, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Leeder, Chris; Markey, Karen; Yakel, Elizabeth – College & Research Libraries, 2012
This study measured the quality of student bibliographies through creation of a faceted taxonomy flexible and fine-grained enough to encompass the variety of online sources cited by today's students. The taxonomy was developed via interviews with faculty, iterative refinement of categories and scoring, and testing on example student…
Descriptors: Taxonomy, Bibliographies, Information Literacy, Interviews
Peer reviewed Peer reviewed
Direct linkDirect link
Pivec, Paul; Pivec, Maja – International Journal of Game-Based Learning, 2011
Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on…
Descriptors: Computer Games, Video Games, Teaching Methods, Interaction
Peer reviewed Peer reviewed
Direct linkDirect link
Clyde, Jerremie; Wilkinson, Glenn – International Journal of Virtual and Personal Learning Environments, 2011
This paper contrasts the importance of procedural rhetoric for the use of games in university and college level historical education with the use of history themed digital simulations. This paper starts by examining how history functions as a form of disciplinary knowledge and how this disciplinary way of knowing things is taught in the post…
Descriptors: Computer Games, Computer Simulation, History Instruction, Higher Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Olsson, Marie; Mozelius, Peter; Collin, Jonas – Electronic Journal of e-Learning, 2015
Courses in virtual learning environments can leave recently enrolled participants in a state of loneliness, confusion and boredom. What course content is essential in the course, where can more information be found and which assignments are mandatory? Research has stated that learner control and motivation are crucial issues for successful online…
Descriptors: Questionnaires, Visualization, Electronic Learning, Programming
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sayan, Hamiyet – Educational Research and Reviews, 2015
This study aims to analyze the relationship between playing computer games and learning basic mathematics skills. It shows the role computer games play in the learning and achievement of basic mathematical skills by students. Nowadays it is clear that individuals, especially young persons are very fond of computer and computer games. Since…
Descriptors: Mathematics Instruction, Teaching Methods, Computer Games, Mathematics Skills
Peer reviewed Peer reviewed
Direct linkDirect link
O'Shea, Patrick; Curry-Corcoran, Daniel – International Journal of Virtual and Personal Learning Environments, 2013
This paper describes the process and results of a project to incorporate Augmented Reality (AR) technologies and pedagogical approaches into a Virginian elementary school. The process involved training 5th grade teachers on the design and production of narrative-based AR games in order to give them the skills that they could then pass on to their…
Descriptors: Teacher Developed Materials, Computer Simulation, Elementary School Teachers, Grade 5
Peer reviewed Peer reviewed
Direct linkDirect link
Ray, Beverly; Faure, Caroline; Kelle, Fay – American Secondary Education, 2013
This paper examines how Social Impact Games (SIGs) can provide important instructional support in secondary social studies classrooms. When used within the framework of the constructivist teaching philosophy and teaching methods, as recommended by the NCSS (2010), SIGs have the potential to hone critical thinking, collaboration, and problem…
Descriptors: Constructivism (Learning), Educational Games, Computer Games, Computer Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Ke, Fengfeng – Computers & Education, 2013
This in-situ, descriptive case study examined the potential of implementing computer mathematics games as an anchor for tutoring of mathematics. Data were collected from middle school students at a rural pueblo school and an urban Hispanic-serving school, through in-field observation, content analysis of game-based tutoring-learning interactions,…
Descriptors: Tutoring, Information Technology, Achievement Tests, Teaching Methods
Pages: 1  |  ...  |  37  |  38  |  39  |  40  |  41  |  42  |  43  |  44  |  45  |  ...  |  53