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Bag, Hasan; Çalik, Muammer – Physics Education, 2021
The aim of this study is to design an argumentation-based educational digital game to teach the subject of force. Through a design-based research method, each game section includes the argumentation questions that foster students to think about the 'force' subject. We pilot studied the game with 12 grade 4 students in a state primary school. After…
Descriptors: Science Instruction, Teaching Methods, Persuasive Discourse, Educational Games
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Rahmadi, Imam Fitri; Lavicza, Zsolt; Houghton, Tony – Contemporary Educational Technology, 2021
Educational games have great potential for learning, however the potential of user-generated microgames for supporting learning is still not completely understood. The present study reviews the design quality of user-generated microgames based on microgame design fundamentals and explores the potential of the games for facilitating learning from…
Descriptors: Educational Games, Game Based Learning, Design, Elementary School Teachers
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McKendree, R. Bud; McKim, Aaron J.; Pauley, Catlin M. – Natural Sciences Education, 2019
Unique and engaging pedagogical approaches are crucial for supporting learning opportunities effective to meet the needs of today's learners. Through elements such as creative thinking, collaboration, and problem solving, the use of instructional games as a pedagogical approach support effective learning opportunities; however, as teachers are…
Descriptors: Teaching Methods, Secondary School Teachers, Agricultural Education, Food
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Gordon, Chelsea L.; Shea, Timothy M.; Noelle, David C.; Balasubramaniam, Ramesh – Cognitive Science, 2019
Rich sensorimotor interaction facilitates language learning and is presumed to ground conceptual representations. Yet empirical support for early stages of embodied word learning is currently lacking. Finding evidence that sensorimotor interaction shapes learned linguistic representations would provide crucial support for embodied language…
Descriptors: Affordances, Vocabulary Development, Computer Simulation, Psychomotor Skills
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Jafari, Seyed Mohammadbagher; Abdollahzade, Zahra – Education and Information Technologies, 2019
The game-based learning, which uses computer games to improve performance and learning, is a new field which can be used as a powerful educational tool. To increase the effectiveness of educational games, new games fit the learning styles of each individual can be made to have a customized learning environment. Currently, playing computer games…
Descriptors: Cognitive Style, Game Based Learning, Computer Games, Foreign Countries
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Charrouf, Yousra; Taha Janan, Mourad – Education and Information Technologies, 2019
In this article, this research examines the use of a Serious Game at the end of an entrepreneurship course, following the experiential learning theory which states that learning could not take place if student are unable to experiment what they are learning in class. That is especially true in an entrepreneurship course where understanding how a…
Descriptors: Educational Games, Game Based Learning, Entrepreneurship, Educational Technology
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Surti, Chirag; Celani, Anthony – Decision Sciences Journal of Innovative Education, 2019
The newsvendor problem is a classic problem of decision making under risk that is taught in traditional Operations and Supply Chain Management classes as a single-period inventory problem. We discuss the following three pedagogical points of interest to any instructor tasked with teaching this topic: a) why the newsvendor model is relevant in this…
Descriptors: Decision Making, Risk, Teaching Methods, Active Learning
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Quy, Pham Huynh Phu – English Teaching Forum, 2019
The author presents strategies for successful team-bonding games along with descriptions of games and suggestions for building a collaborative atmosphere before, during, and after the games.
Descriptors: Cooperative Learning, Educational Games, Teaching Methods, Second Language Learning
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Leith, Murray; Boyle, Liz; Sim, Duncan; van der Zwet, Arno; Scott, Graham; Jimoyiannis, Athanassios; Jandric, Petar; Hauge, Jannicke Baalsrud; Sultana Tany, Nadera; Hummel, Hans – Open Review of Educational Research, 2019
This article focuses on the early stages of an international project on gamifying national identity. It examines the production of the content required for developing a sophisticated and engaging approach to pedagogical innovation in education, through game-based learning. This will encourage individuals to think about both European and national…
Descriptors: Educational Games, Foreign Countries, Self Concept, Teaching Methods
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Pease, Michael; Pérez-Lapeña, Blanca; Lant, Christopher – Journal of Geography in Higher Education, 2019
This paper describes environmental systems games developed for energy and water resource use designed to be adaptable from high school to undergraduate use. Two of the games are computer simulations with adjustable levels of difficulty that can be done in a computer lab or as a homework assignment. The third is a peer-to-peer roleplayer game…
Descriptors: Energy, Water, Natural Resources, Geography Instruction
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Brody, Nicholas; Caldwell, Lesley – Communication Teacher, 2019
Courses: Any course that examines mediated and/or online communication, including but not limited to--Computer-Mediated Communication, Communication Theory, Interpersonal Communication, Introduction to Communication, and Organizational Communication. Objectives: In this single-class activity, students apply their knowledge of mediated…
Descriptors: Computer Mediated Communication, Interpersonal Communication, Communications, Educational Games
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Tärning, Betty; Silvervarg, Annika; Gulz, Agneta; Haake, Magnus – International Journal of Artificial Intelligence in Education, 2019
This study examines the effects of teachable agents' expressed self-efficacy on students. A total of 166 students, 10- to 11-years-old, used a teachable agent-based math game focusing on the base-ten number system. By means of data logging and questionnaires, the study compared the effects of high vs. low agent self-efficacy on the students'…
Descriptors: Self Efficacy, Elementary School Students, Intelligent Tutoring Systems, Mathematics Instruction
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Yli-Piipari, Sami; Manninen, Mika; Smith, Bennett L.; Hollibaugh, Casey; Chambliss, Heather; Udwadia, Jon – JTRM in Kinesiology, 2019
This study examined the effectiveness of a physical activity (PA) intervention among obese Hispanic children delivered by a free mobile phone game application (app) recommended by a pediatrician. A sample of 40 (age M=10.16[2.01] years) children participated in this pilot study. Pre- and posttest data were collected on participants' PA attitudes,…
Descriptors: Physical Activities, Intervention, Obesity, Hispanic Americans
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Bawa, Papia – Journal of Educational Technology Systems, 2019
Today, there is growing interest in digital game-based learning due to the increase in the variety of educational and commercial games available. The literature indicates that digital educational games are effective at keeping learners engaged. This study examines the use of a digital educational game called Kahoot and supports the hypothesis that…
Descriptors: Educational Technology, Educational Games, Computer Assisted Instruction, Teaching Methods
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Brau, Rebekah Inez; Gardner, John W.; Webb, G. Scott; McDonald, Jason K. – Decision Sciences Journal of Innovative Education, 2019
We develop a single-class period learning game for the Plan-Do-Study-Act (PDSA) improvement cycle. The experiential activity walks teams through the PDSA problem-solving process as they create paper American footballs and improve their performance using each step of the cycle. The game is one of the first to focus on PDSA. Key benefits include…
Descriptors: Supply and Demand, Class Activities, Educational Games, Experiential Learning
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