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Kucher, Tetyana – International Journal of Technology in Education and Science, 2021
Playing games holds an important role in learning and development. While designing and using digital game-based learning (DGML) environments becomes more appealing to educators, there is a disconnect between the goals that educators try to achieve and the design strategies they utilize to achieve their goals. The inclusion of game elements alone…
Descriptors: Educational Principles, Best Practices, Instructional Effectiveness, Game Based Learning
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Fam, Vivien W.; Holt, Roberta R.; Keen, Carl L.; Scherr, Rachel E. – American Journal of Health Education, 2021
Background: Children often consume up to 30% of calories from snacks that are usually low in nutrient value. Over time, poor dietary choices can contribute to an increased risk of obesity and related health problems. Purpose: Describe the development and utilization of the Self-paced Nutrition Activity on Choices for Knowledge (S.N.A.C.K.)…
Descriptors: Nutrition Instruction, Instructional Effectiveness, Educational Games, Game Based Learning
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Yildirim, Ibrahim; Sen, Sedat – Interactive Learning Environments, 2021
Whether gamification is an organized structure that contributes to student achievement, a simple pontification process or total nonsense is a matter of debate. In such, this study was conducted to provide a scientific answer while exhibiting the gamification effect on student achievement with the meta-analysis method, which is based on…
Descriptors: Game Based Learning, Academic Achievement, Meta Analysis, Effect Size
Kevin R. Glover – ProQuest LLC, 2021
Clinically appropriated and procedurally correct hand hygiene is performed less than 50% of the time by health professionals resulting in suboptimal patient care. The use of serious simulation games has been suggested to provide emerging health professional students the opportunity to practice proper hand hygiene behaviors to individualized,…
Descriptors: Hygiene, Allied Health Personnel, Allied Health Occupations Education, Program Effectiveness
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Tamariz, Mónica; Roberts, Seán G.; Martínez, J. Isidro; Santiago, Julio – Cognitive Science, 2018
We investigate the emergence of iconicity, specifically a bouba-kiki effect in miniature artificial languages under different functional constraints: when the languages are reproduced and when they are used communicatively. We ran transmission chains of (a) participant dyads who played an interactive communicative game and (b) individual…
Descriptors: Artificial Languages, Educational Games, Geometric Concepts, Language Usage
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Gottlieb, Owen – Teaching Theology & Religion, 2018
"Lost & Found" is a game series, created at the Initiative for Religion, Culture, and Policy at the Rochester Institute of Technology MAGIC Center. The series teaches medieval religious legal systems. This article uses the first two games of the series as a case study to explore a particular set of processes to conceive, design, and…
Descriptors: Educational Games, Religious Education, Medieval History, Teaching Methods
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Lämsä, Joni; Hämäläinen, Raija; Aro, Mikko; Koskimaa, Raine; Äyrämö, Sanna-Mari – British Journal of Educational Technology, 2018
The development of games for people with learning disabilities is one way to enhance the quality of learning and respond to the need for inclusive special educational support. Recently, game researchers have highlighted the need for paying more attention to identifying the game design choices that can strengthen learning. This paper reviews recent…
Descriptors: Educational Games, Learning Disabilities, Inclusion, Literature Reviews
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Armstrong, Michael B.; Landers, Richard N. – International Journal of Training and Development, 2018
Gamification has become increasingly common in employee training. Simultaneously, our scientific understanding of gamified learning has grown. However, there are few resources that provide specific recommendations for science-based gamification in employee training to address the research-practice gap. Thus, the purpose of this paper is to…
Descriptors: Job Training, Educational Games, Web Based Instruction, Employees
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Boudreaux, Kyle – Journal of Educators Online, 2018
This article is a review of the current literature involving the use of serious games (SG) as a tool for training and faculty development. Noted in the review is the dearth of research into the adoption of SG for use specifically in higher education faculty development. The review looks at the viability of SG as teaching tools, the validity of SG…
Descriptors: Educational Games, Faculty Development, College Faculty, Validity
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Bennett, Kevin L. – International Journal for the Scholarship of Teaching and Learning, 2018
The Monty Hall Dilemma (MHD), made famous by the television game show Let's Make a Deal, can be an effective teaching tool with wide ranging behavioral science applications. The format and history of the problem are presented as well as experimental data and variations on the original design. Strategic game playing choices are discussed from…
Descriptors: Teaching Methods, Decision Making, Probability, Educational Games
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Larsen, Lasse Juel – Educational Media International, 2018
The aim of this article is to advance a framework for understanding and teaching game design in higher education, in order to address complexities inherent in teaching game design courses. Everyday teaching and learning game design often deviate from the standard textbook model of game design. In reality everyday teaching and learning operate with…
Descriptors: Design, Models, Higher Education, Educational Games
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Danial Hooshyar; Nour El Mawas; Yeongwook Yang – Knowledge Management & E-Learning, 2024
The use of learner modelling approaches is critical for providing adaptive support in educational computer games, with predictive learner modelling being among the key approaches. While adaptive supports have been shown to improve the effectiveness of educational games, improperly customized support can have negative effects on learning outcomes.…
Descriptors: Artificial Intelligence, Course Content, Tests, Scores
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Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
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Dina Altayevna Malgazhdarova; Gulzira Kabayevna Kenzhetayeva; Ismail Hakki Mirici – Novitas-ROYAL (Research on Youth and Language), 2024
A persistent issue exists in Kazakh higher education institutions regarding the nonsystematic approach to teaching grammar. Although some believe that grammar is acquired automatically, thus requiring no separate study, this sentiment may not be entirely accurate. Knowledge may sometimes be presented in an unsystematic manner, lacking structure…
Descriptors: Game Based Learning, Learning Activities, English (Second Language), Second Language Learning
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Krishna Prasad Parajuli; Karna Rana; Suman Laudari – Distance Education, 2024
This study examined how secondary teachers used mobile devices for teaching and learning activities in under-resourced secondary schools in Nepal. Twelve secondary teachers from three schools in the suburbs of one Himalayan district in Nepal were interviewed using qualitative research methods. The information gathered through observation of their…
Descriptors: Technology Uses in Education, Handheld Devices, Telecommunications, Instructional Design
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