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Showing all 9 results Save | Export
Kwaku Edusei – ProQuest LLC, 2022
The purpose of this study is to investigate how designers of commercial educational mathematics game apps describe various aspects of "integration". My investigation addresses several research questions, including what integration means to designers, why they build it into games, and how they do so. Integration is a concept described in…
Descriptors: Gamification, Educational Games, Computer Oriented Programs, Mathematics
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Yañez, Alma Gloria Barrera; Alonso-Fernández, Cristina; Fernández-Manjón, Baltasar – Education and Information Technologies, 2023
Violence and discrimination against women are serious problems that affect today's society regardless of culture or social environment. Educational and government programs addressing these gender issues are difficult to scale up, insufficient or, in some cases, nonexistent. Digital resources can contribute to address discrimination against women…
Descriptors: Sex Fairness, Video Games, Computer Oriented Programs, Simulation
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Patrick D. Hagge – Journal of Geography in Higher Education, 2024
With the introduction of in-class group-based virtual reality (VR), multiple students can interact in a single shared "metaverse". One geography-focused group VR option is the Wooorld app, available on various Meta Quest unit models. To evaluate the feasibility of group VR in a higher education geography lecture classroom, a pilot study…
Descriptors: Geography, Lecture Method, Computer Simulation, Technology Uses in Education
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Jhon Holguin-Alvarez; Juana Cruz-Montero; Jenny Ruiz-Salazar; Raquel Leonor Atoche Wong; Irene Merino-Flores – Contemporary Educational Technology, 2025
The application of gamification methods is still complex for most Latin American teachers who apply gamified pedagogies. Many confuse their nature with cognitivist classes that are totally confusing when using gamified tools for active learning of their students. The background information states the reduction of academic obstacles for students to…
Descriptors: Feedback (Response), Gamification, Cognitive Processes, Educational Technology
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Goad, Tyler; Towner, Brooke; Jones, Emily; Bulger, Sean – Journal of Physical Education, Recreation & Dance, 2019
The growth of the Internet and related technologies has resulted in changes in education and society that have placed new demands on teachers. Online physical education (OLPE) presents a unique set of challenges in translating traditional face-to-face courses to a digital space. The delivery of OLPE has been met with skepticism, given the inherent…
Descriptors: Online Courses, Physical Education, Distance Education, Handheld Devices
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Klubal, Libor; Kostolányová, Katerina; Gybas, Vojtech – ICTE Journal, 2018
This paper attempts to respond to the use of the elements of gamification in education. With the help of research papers, we have chosen three different systems in which the elements of gamification are included and we have focused on their use in education.
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Integrated Learning Systems
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Reynolds, Barry Lee – Language Learning Journal, 2017
This article reports on an investigation of the suitability of mobile vocabulary games for inducing a state of incidental vocabulary acquisition. Draw Something, a social digital drawing game in which players draw and guess words, was selected as a focus for this investigation. Results from an exploratory factor analysis of the questionnaire data…
Descriptors: Educational Games, Vocabulary Development, Educational Technology, Technology Uses in Education
Kirkorian, Heather L.; Pempek, Tiffany A. – ZERO TO THREE, 2013
As interactive screens (e.g., tablet computers, smartphones) continue to enter the homes of young children, it becomes increasingly important to understand the impact of these technologies on development. Some studies suggest that while traditional television and videos hold little educational value for toddlers, young children may be able to…
Descriptors: Toddlers, Manipulative Materials, Technology Uses in Education, Influence of Technology
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education