NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
No Child Left Behind Act 20011
What Works Clearinghouse Rating
Showing 91 to 105 of 781 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Milkova, Eva; Pekarkova, Simona – Interactive Learning Environments, 2023
The presented study focuses on children aged from 5 to 6.5 who attend Czech kindergartens. Its purpose is to explore a potential positive impact of an educational game application on malleability of children's spatial skills through the application usage. The research was conducted as a pedagogical experiment in which the pre-test and post-test…
Descriptors: Spatial Ability, Kindergarten, Preschool Children, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Stohlmann, Micah – Journal of Mathematics Education at Teachers College, 2021
Game-based learning has received more focus as a way to engage students and increase interest in mathematics. Game-based learning should be integrated with effective practices for teaching mathematics, though these is a need for further research on effective implementation models. The purpose of this article is to describe two modes of game-based…
Descriptors: Game Based Learning, Teaching Methods, Middle School Students, Mathematics Instruction
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Van der Westhuizen, Leonie M.; Hannaway, Donna M. – South African Journal of Childhood Education, 2021
Background: The digital world and the concomitant changes in early childhood education have created uncertainty for teachers not knowing how to adjust their pedagogical practices of using digital play to enhance language development. Aim: This study aimed to analyse what teachers understand by digital play and how they use it for language teaching…
Descriptors: Teaching Methods, Computer Games, Elementary School Students, Urban Areas
Peer reviewed Peer reviewed
Direct linkDirect link
Ali Soyoof; Barry Lee Reynolds; Rustam Shadiev; Boris Vazquez-Calvo – Computer Assisted Language Learning, 2024
While the study of serious games has received due attention, few studies have investigated their potentials of simultaneously offering a route to both content and language acquisition. Understanding the interdisciplinary educational affordance of serious game play is significant, as it might provide game designers and teachers with insight into…
Descriptors: Computer Assisted Instruction, Computer Games, Second Language Learning, Second Language Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Journal of Research on Educational Effectiveness, 2024
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions: From…
Descriptors: Cost Effectiveness, Mathematics Achievement, Efficiency, COVID-19
Peer reviewed Peer reviewed
Direct linkDirect link
Colvert, Angela – Cambridge Journal of Education, 2020
Investigations into the digital literacy practices supported by new forms of play can pose significant challenges insofar as researchers and educators lack theoretical frameworks nuanced or flexible enough to map the terrain being explored. In this paper the author presents a new hybrid model of ludic authorship which reconceptualises the…
Descriptors: Technological Literacy, Authors, Correlation, Literacy
Peer reviewed Peer reviewed
Direct linkDirect link
Fishovitz, Jennifer; Crawford, Garland L.; Kloepper, Kathryn D. – Journal of Chemical Education, 2020
Games are a way to engage students with course material in a low-stakes environment. In the popular game app "Heads Up!", participants give clues to a guesser who is holding a word on their forehead. Here, we present a modified version of this game where students are required to give clues in a specific order that emphasizes higher-order…
Descriptors: Metacognition, Computer Software, Computer Games, Cues
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Morales-Garcia, Lizzet; Sandoval, Catalina Navarro; González, María del Socorro García – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The aim of this research is to propose indicators of epistemic and mediational suitability to assess tasks designed in a mobile learning context, using theoretical and methodological elements of the onto-semiotic approach (OSA) and the SAMR model (substitution, augmentation, modification, and redefinition). With these indicators, 110 tasks…
Descriptors: Task Analysis, Mathematics Instruction, Number Concepts, Telecommunications
Peer reviewed Peer reviewed
Direct linkDirect link
Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Handayani, Prathini Khafifah; Arip, Asep Ginanjar; Nur, Sofyan Hasanuddin – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2022
The students' explaining skill is interrelated with their conceptual understanding. This study aimed to determine the effect of the implementation of the student facilitator and explaining model assisted by the media game on the students' explaining skills related to environmental pollution. This quasi-experimental research was using a pre-test…
Descriptors: Concept Formation, Educational Games, Computer Games, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Albertazzi, Deise; Ferreira, Marcelo Gitirana Gomes; Forcellini, Fernando Antônio – Technology, Knowledge and Learning, 2019
This paper presents an overview of gamification research. It introduces a panoramic research map that comprises a research map and keyword maps for each year of publication of research on gamification. The panoramic research map resulted in a detailed view of gamification research: covered areas, types of published papers, gaps, and most…
Descriptors: Computer Games, Information Retrieval, Research Reports, Learning Experience
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Lin, Cheng-Ta – Turkish Online Journal of Educational Technology - TOJET, 2023
A purposive sampling was conducted with 109 students from Anding elementary school, Taiwan. First, we found perceived ease of learning, enjoyment, self-efficacy, social interaction and learning attitude have significant differences between integrated teaching approach and Spoon-feeding instruction in this study. Second, the research framework has…
Descriptors: Computer Assisted Instruction, Elementary School Students, Difficulty Level, Student Attitudes
Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Grantee Submission, 2023
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions:…
Descriptors: COVID-19, Pandemics, Mathematics Instruction, Mathematics Achievement
Peer reviewed Peer reviewed
Direct linkDirect link
Alicia Ndegwa; Mar Gutiérrez-Colón; Marni Manegre – Interactive Learning Environments, 2024
The on-going implementation of the new curriculum of the new education system in Kenya includes the administration of technology in the classroom. In this study, this was achieved through the use of a gamified app in a local private school in Kenya, a gamified Swahili app. As Swahili is the language that is Kenya's national and one of two official…
Descriptors: Foreign Countries, Reading Comprehension, African Languages, Comparative Analysis
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  ...  |  53