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Marah C. Lambert; Richard G. Lambert – Center for Educational Measurement and Evaluation, 2023
As part of a graduate student internship, an alignment study was completed for Ignite™ by Hatch®, in partnership between The University of North Carolina at Charlotte's Center for Educational Measurement and Evaluation and Hatch®. Ignite™ has 341 Core games amongst 7 domains to assist early childhood learners: Mathematics, Language and…
Descriptors: Educational Games, Early Childhood Education, State Standards, Academic Standards
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Somen, Tugba; Goksu, Meral Metin – International Journal of Progressive Education, 2020
Current developments have led teachers to use different methods and techniques in their instruction processes. When it is considered that student-centred instruction methods and techniques are more effective, it is important to include methods and techniques that will make students more active and ensure their active participation in the…
Descriptors: Teacher Attitudes, Secondary School Teachers, Educational Games, Game Based Learning
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Jiménez, Cristina; Arís, Nuria; Magreñán Ruiz, Ángel Alberto; Orcos, Lara – Education Sciences, 2020
One of the main objectives in mathematics education is to motivate students due to the fact that their interest in this area is often very low. The use of different technologies, as well as gamification in the classroom, can help us to meet this goal. In this case, it is presented the use of two techniques, which are a digital escape room, using…
Descriptors: Computer Simulation, Mathematics Education, Algebra, Secondary School Students
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Werning, Stefan – Journal of Media Literacy Education, 2020
This article explores how making data playable, i.e. developing exploratory co-creation techniques that use elements of play and games to interpret small to mid-sized datasets beyond the current focus on visual evidence, can help a) promote creative data literacy in higher education, and b) expand existing definitions of data literacy. The article…
Descriptors: Play, Data Interpretation, Creativity, Data Analysis
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Liu, Zhichun; Moon, Jewoong; Kim, Byungjoo; Dai, Chih-Pu – Educational Technology Research and Development, 2020
In this synthesis, we systematically review research on educational games with adaptivity. Although an adaptive gaming experience provides personalization to learning, the complexity of design makes it difficult to evaluate its effectiveness. In this systematic review, we adopt three analytic approaches: (1) bibliometric analysis, (2) qualitative…
Descriptors: Bibliometrics, Comparative Analysis, Educational Games, Meta Analysis
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Sezgin, Sezan – Turkish Online Journal of Distance Education, 2020
This systematic review investigates two foci: identifying the ongoing status of smart personal digital assistants in educational contexts and the possible relationship between smart personal digital assistants and gamification elements. This relationship is expressed in almost two new figurative terms, namely, robo-sapiens and robo-ludens and the…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
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Parong, Jocelyn; Mayer, Richard E. – Applied Cognitive Psychology, 2020
Summary The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, "Cerevrum," on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing…
Descriptors: Cognitive Processes, Cognitive Development, Educational Games, Training
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Mee Mee, Rita Wong; Shahdan, Tengku Shahrom Tengku; Ismail, Md Rosli; Ghani, Khatipah Abd; Pek, Lim Seong; Von, Wong Yee; Woo, Adelaide; Rao, Yugeshineey Subba – International Journal of Evaluation and Research in Education, 2020
Planning a creative learning environment is not an easy task. Teachers prefer to teach traditionally in chalk-and-talk approach during language teaching. However, this does not fit learners of the 21st Century as they prefer game-like activities instead of pen-and-paper lessons. Hence, the introduction of gamification in classroom would result in…
Descriptors: Game Based Learning, Preservice Teachers, Teacher Attitudes, Foreign Countries
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Flint, Jenny; Morris, Madison; Nguyen, An Thi; Keglovits, Marian; Somerville, Emily Kling; Hu, Yi-Ling; Stark, Susan L. – American Journal of Health Education, 2020
Background: Fall prevention education can increase knowledge of fall risks and promote behavior changes to help reduce the incidence of falls among older adults. Fall Prevention Bingo (FPB) was created as an engaging tool to deliver fall prevention education to older adults. Purpose: To evaluate the effects of FPB on older adults' knowledge of…
Descriptors: Health Promotion, Knowledge Level, Risk Management, Readiness
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Wardak, Dewa – Designs for Learning, 2020
The aim of this study is to contribute to a better understanding of the nuances of multimodal communication through which educational designers construct shared meanings and ideas. Educational design is a broad and multi-faceted area. Meaning-making in face-to-face educational design meetings is a complex process but is yet to gain attention as a…
Descriptors: Instructional Design, Verbal Communication, Nonverbal Communication, Meetings
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Ravndal, Stian; Johansen, Ørjan Zazzera; Hammeraas, Gunhild – Journal of Museum Education, 2020
In the interactive game Battle developed by the Garborg Center, a literary museum in Norway, the players face an engaging political case: a fictive nation is considering changing its own unique official language to English. Four interest groups debate the language situation, from different standpoints. Identity, culture, and democracy are all in…
Descriptors: Foreign Countries, English (Second Language), Official Languages, Cultural Background
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Annetta, Leonard; Lamb, Richard; Bressler, Denise M.; Vallett, David B. – International Journal of Game-Based Learning, 2020
The purpose of this study was to identify the underlying cognitive attributes used during the design and development of science-based serious educational games. Study methods rely on a modification of cognitive diagnostics, item response theory, and Bayesian estimation with traditional statistical techniques such as factor analysis and model fit…
Descriptors: Educational Games, Cognitive Processes, Artificial Intelligence, 21st Century Skills
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Veldkamp, Alice; Daemen, Joke; Teekens, Stijn; Koelewijn, Stefan; Knippels, Marie-Christine P. J.; van Joolingen, Wouter R. – British Journal of Educational Technology, 2020
In this paper, we present an escape box as a means to introduce the escape room concept into classrooms. Recreational escape rooms have inspired teachers all over the world to adapt the popular entertainment activity for education. Escape rooms are problem-based and time-constrained, requiring active and collaborative participants, a setting that…
Descriptors: Teaching Methods, Recreational Activities, Problem Based Learning, Time Management
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Wu, Ling; Kim, Minkang; Markauskaite, Lina – British Journal of Educational Technology, 2020
There is an emerging concern that modern technology-saturated environments, particularly computer games, are inhibiting the development of children's empathic behaviour and social skills. We argue that the solution is embedded in the problem when hybrid learning design blends real-life social interpersonal interactions with digital…
Descriptors: Young Children, Empathy, Childrens Attitudes, Delivery Systems
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Stancin, Kristian; Hoic-Božic, Nataša; Skocic-Mihic, Sanja – Informatics in Education, 2020
The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases.…
Descriptors: Game Based Learning, Students with Disabilities, Intellectual Disability, Literature Reviews
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