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A. Berrizbeitia – PRIMUS, 2024
Escape the Math Room is a fun, interactive, sequence of puzzles designed to encourage mathematical collaboration, team work, and ingenuity. Using advanced mathematical topics in an accessible way, Escape the Math Room appropriately challenges students ranging from high school to advanced undergraduate. The activity can be adjusted by adding or…
Descriptors: Puzzles, Mathematics Instruction, Cooperative Learning, Teamwork
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I?brahim Bozan; Erdal Taslidere – International Journal of Contemporary Educational Research, 2024
Coding tools that use blocks to create programs are popular among kids and play a key role in learning how to code. The effectiveness of the coding courses that are available nowadays depends on how well the tools match the students' needs. The aim of this study is to reveal the impact of digital game design-supported coding education with Scratch…
Descriptors: Academically Gifted, Grade 3, Elementary School Students, Foreign Countries
Alicia Aiken – ProQuest LLC, 2024
The purpose of this study is to investigate the challenges students face in academic writing as well as explore the possible causes of their writing challenges which could be based on their socio-cultural background. The primary research design is a hermeneutical phenomenological study which describes and interprets lived experience. There are…
Descriptors: Hermeneutics, Phenomenology, Sociocultural Patterns, Cultural Background
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Simon Knight; Antonette Shibani; Heather Ford; Simon Chambers – Learning, Media and Technology, 2024
Discussion of the potential of open data for impact -- including in education -- has grown. Open data from Wikipedia, the world's largest open educational resource, is used in a variety of learning contexts. A sociotechnical concern in this data is that it arises in a platform-based social dynamic, governed by norms and conventions, and negotiated…
Descriptors: Citations (References), Artificial Intelligence, Web Sites, Educational Resources
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Rich Paul Cooper; Jonan Phillip Donaldson; Mahjabin Chowdhury; Jonathan M. Mitchell – International Journal of Designs for Learning, 2024
"The Ballad of Proxima-B" is an educational RPG that promotes learning and collaboration. Students contribute to world-building and game mechanics, creating fictional worlds and characters, including a dystopian Earth, the planet Proxima-B, and alien races. The game incorporates constructivist, constructionist, and Dynamic Systems Model…
Descriptors: Educational Games, Game Based Learning, Role Playing, Science Fiction
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Isaac J. Pérez-López; Carmen Navarro-Mateos; Jose Mora-Gonzalez – Innovations in Education and Teaching International, 2025
The training of future teachers requires innovative strategies that involve and motivate students. The aim of this study was to analyse the impact of a digital serious game on students' emotional variables. A total of 62 students aged 22-23 years of age from a Master's degree participated. A digital serious game called 'The case of the stolen…
Descriptors: Computer Games, Educational Games, Psychological Patterns, Emotional Response
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Jalal Khouna; Mohamed Achour; Noureddine Echantoufi; Amine Hamzi; Ahmed Tahiri – Journal of Education and Learning (EduLearn), 2025
Recent studies have shown that teachers 'perception and attitudes about digital tools play a crucial role in how they integrate and use technology in the classroom. The purpose of the present study is to investigate physics teachers' perception and willingness towards educational video games (EVGs). Based on the literature review, a questionnaire…
Descriptors: Foreign Countries, Teacher Attitudes, Video Games, Technology Uses in Education
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Alanna L. Peebles; Maura N. Snyder – Communication Teacher, 2025
Higher education has witnessed a paradigm shift from the rapid rise of generative artificial intelligence (genAI). Basing its name on the television show, Are You Smarter Than a 5th Grader?, this single- class activity was designed to foster media literacy students' understanding of popular genAI tools. To compare and contrast the capabilities of…
Descriptors: Artificial Intelligence, Technology Uses in Education, Media Literacy, Digital Literacy
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Rose Oluwaseun Adetunji; Abejide Ade-Ibijola – Discover Education, 2025
This paper examines the possibility of combining serious games with AI-generated scenarios to improve education and training for tech startups. In the ever-changing and highly competitive field of entrepreneurship, it is crucial to adopt innovative methods to provide aspiring startups and team members with the necessary skills and knowledge to…
Descriptors: Educational Games, Technology Education, Entrepreneurship, Artificial Intelligence
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Mary DePascale; Geetha B. Ramani – Journal of Numerical Cognition, 2025
Math learning in early childhood is critical for later success, as it is predictive of mathematical and academic achievement through adolescence. Therefore, developing engaging and effective methods for early math instruction are important. Math games are a common method for teaching math in a way that is motivating and engaging for young children…
Descriptors: Educational Games, Mathematics Instruction, Early Childhood Education, Game Based Learning
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Xavier Garcia; Elena Domene; Xabier Goenaga; Antonio Rodriguez-Benitez; Mar Satorras; Vicenç Acuña; Ariadna Martínez-Ruiz; Imma Boada; Lluís Corominas – British Journal of Educational Technology, 2025
Serious games combine education and entertainment to create engaging and effective learning experiences, potentially contributing to science literacy and environmental awareness. This research aims to investigate the effectiveness of a particular serious game, H2OeduK, in educating children aged 10 to 11 years on the urban water cycle.…
Descriptors: Instructional Effectiveness, Educational Games, Water, Urban Areas
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Andreas Marougkas; Christos Troussas; Akrivi Krouska; Cleo Sgouropoulou – Smart Learning Environments, 2025
Virtual Reality has proven to be highly promising within the field of learning. Most VR learning methods do not effectively implement pedagogical models or adapt to the individual's learning style. This research aims to bridge this gap by integrating Fuzzy Cognitive Maps (FCMs), Flow Theory and Gamification within an educational Virtual Reality…
Descriptors: Computer Simulation, Computer Games, Educational Games, Computer Science Education
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Chapman, Bailey N.; Drevon, Daniel D.; Jasper, Andrea D. – Journal of Behavioral Education, 2023
The Quiet Classroom Game (Radley in School Psychological Review 45: 93-108, 2016) is a class-wide behavior intervention involving an interdependent group contingency based on classroom noise level. It has been shown to be effective at increasing academically engaged behavior, decreasing disruptive behavior, and decreasing classroom noise level in…
Descriptors: Middle School Students, Grade 7, Classroom Environment, Student Behavior
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Storm, Colin H.; Penner, Anna – Communication Teacher, 2023
Students typically find research methods and statistics classes intimidating. In particular, learning different types of data measurement and operationalization can take significant time and practice to understand. Utilizing a pedagogical approach that turns a party game into a fun exercise, students collaboratively learn to operationalize…
Descriptors: Research Methodology, Statistics, Game Based Learning, Educational Games
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Cömert, Zeynep; Samur, Yavuz – Interactive Learning Environments, 2023
Almost in every aspect of life, classification and categorization make it easier for humans to analyze complex structures and systems. In games, the classification of the players based on their demographics, behaviors, expectations and preferences of the game is important to increase players' motivation and satisfaction. Likewise, knowing the…
Descriptors: Classification, Student Characteristics, Models, Student Motivation
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