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Lee, Steven Fong-yi – ProQuest LLC, 2019
In this dissertation I argue that truth-conditional semantics for vague predicates, combined with a Bayesian account of statistical inference incorporating knowledge of truth-conditions of utterances, generates false predictions regarding negations and metalinguistic inference. I thus propose a fundamentally probabilistic semantics for vagueness…
Descriptors: Semantics, Bayesian Statistics, Metalinguistics, Language Usage
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Gough, John – Australian Mathematics Teacher, 2017
Three game examples using L-shaped tri-cubes in alternative arrangements are presented. Each game example challenges you to think who might win, and what alternative playing strategies could be implemented to change the final outcome.
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Manipulative Materials
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Mora, Alberto; Riera, Daniel; González, Carina; Arnedo-Moreno, Joan – Journal of Computing in Higher Education, 2017
Learner's motivation difficulties are recognized as a problem in diverse educational scenarios, reaching up to university degrees. Among other techniques that are often applied by instructors to counteract this issue, those related to the use of gaming elements seem to very promising. In this context, considering the use of game-like properties in…
Descriptors: Educational Games, Teaching Methods, Design, Literature Reviews
Machajewski, Szymon – Online Submission, 2017
Schools are to prepare students for success. However, they often villainize failure. Instead, schools should teach students how to fail fast and safely in order to learn and to allow innovation through vulnerability. The lessons that the gaming culture has for learning will define future strategies of teaching and learning. Games are sometimes…
Descriptors: Educational Games, Academic Failure, Empathy, Educational Innovation
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Acosta-Medina, Julieth Katherin; Torres-Barreto, Martha Liliana; Cárdenas-Parga, Andrés Felipe – Australasian Journal of Educational Technology, 2021
Virtual education faces tremendous challenges such as lack of motivation and high dropout rates. However, one solution to this problem is the incorporation of digital pedagogical strategies based on gamification, which promote interest, facilitate the learning process, and contribute to reducing dropout. In this sense, we evaluated the student's…
Descriptors: Student Motivation, Preferences, College Students, Game Based Learning
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de Mooij, Susanne M. M.; Raijmakers, Maartje E. J.; Dumontheil, Iroise; Kirkham, Natasha Z.; van de Maas, Han L. J. – Journal of Computer Assisted Learning, 2021
While response time and accuracy indicate overall performance, their value in uncovering cognitive processes, underlying learning, is limited. A promising online measure, designed to track decision-making, is computer mouse tracking, where mouse attraction towards different locations may reflect the consideration of alternative response options.…
Descriptors: Error Patterns, Identification, Computer Peripherals, Computer Uses in Education
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Ye, Jhen-Ni; Ye, Jian-Hong; Wang, Chih-Mei; Hong, Jon-Chao – International Journal of Technology in Education and Science, 2021
With the growing popularity of eSport games, eSport-related issues have gradually gained attention and discussion in academic research. However, the positive benefits (values) brought by playing eSport have not received too much attention in current research. Therefore, after reviewing related research in the past, this study proposed that eSport…
Descriptors: Educational Games, Cooperative Learning, Communication Skills, Critical Thinking
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Atar, Cihat; Aslan Bagci, Özlem; Bagci, Hakki – Turkish Online Journal of Educational Technology - TOJET, 2021
This paper aims to analyze the characteristics of deaf students from a pedagogic perspective and identify potential issues in the process of teaching English to them. English is the world language now, and knowing it provides many opportunities to its users ranging from following academic issues to trading internationally. There are so many…
Descriptors: Deafness, Hearing Impairments, Student Characteristics, English (Second Language)
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Piñero Charlo, José Carlos; Ortega García, Paula; Román García, Sara – Education Sciences, 2021
In the particular case of Spain, student and teacher difficulties associated with the mathematical discipline have been evidenced in PISA and TEDS-M reports. As we consider that the teachers' difficulties are connected to the students' performance, we propose a multi-disciplinary approach to deliver specific didactic/mathematical knowledge to the…
Descriptors: Formative Evaluation, Curriculum Development, Curriculum Evaluation, Educational Environment
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Kara, Nuri – Contemporary Educational Technology, 2021
The aim of this study was to conduct a systematic literature review on the use of serious games in science education between 2016 and 2020 years. A total of 39 articles were included from Science Citation Index-Expanded (SCI-Expanded), Social Science Citation Index (SSCI), Arts & Humanities Citation Index (A&HCI) and Emerging Sources…
Descriptors: Science Education, Educational Games, Teaching Methods, Science Achievement
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Saglam, Abdulkadir; Yüksel, Ibrahim; Erbasan, Ömer – Education Quarterly Reviews, 2021
The aim of the study is to develop an achievement test consisting of the questions in verbal intelligence games whose validity and reliability have been ensured and which are in accordance with the learning outcomes of the states of substance and knowing the properties of substance via the five senses taking place in the unit "Let's Know…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Test Construction
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Li, Xia – Early Education and Development, 2021
Research Findings: The aim of this study was to investigate U.S. preschool teachers' math teaching knowledge in a specific content domain: counting and numbers. One hundred in-service and pre-service teachers participated in the study; they completed a questionnaire that is composed of learning scenarios and scenario-based math teaching questions.…
Descriptors: Preschool Teachers, Preservice Teachers, Graduate Students, Undergraduate Students
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Zou, Di; Zhang, Ruofei; Xie, Haoran; Wang, Fu Lee – Australasian Journal of Educational Technology, 2021
Information literacy (IL) is important for university students. In this research, we developed a digital role-playing game to enhance students' learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and flow experiences. A total of 90 students participated in the study and played the…
Descriptors: Computer Games, Educational Games, Game Based Learning, Role Playing
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Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Active inquiry plays a key role in science education. To facilitate children's motivation, alternate reality games are applied to engage children actively in inquiry in authentic learning contexts. However, the complexity of real-world contexts and the ambiguity of game puzzles increase the difficulty for children to conduct effective inquiries.…
Descriptors: Inquiry, Science Education, Game Based Learning, Educational Games
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Yadav, Alok Kumar; Oyelere, Solomon Sunday – Education and Information Technologies, 2021
This paper intends to present an overview of a mobile game-based learning application, BaghLearn that develops and upskills programming and algorithmic knowledge by cross-curricular capabilities through a traditional world-based game. The focus of this research was to explore the learning effectiveness of BaghLearn on students. Mixed method…
Descriptors: Foreign Countries, Undergraduate Students, Handheld Devices, Educational Games
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