NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 1,816 to 1,830 of 9,507 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Bayir, Eylem – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2019
This article introduces a science game which can be used for innovative teaching and as an assessment tool. The Shadow Races Game is designed for first and second grade students to learn the phenomenon of shadow through inquiry-based activities and questions that require the children to apply inferences from those activities. In this amusing board…
Descriptors: Elementary School Students, Elementary School Science, Science Education, Educational Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Gamlo, Nada – English Language Teaching, 2019
This study examines the effect of integrating mobile-game based language learning applications (MGBLLAs) on Saudi female English as a Foreign Language (EFL) students' motivation to learn English. It explores the perceptions of students regarding the pedagogical value of the following free MGBLLAs: "Game books": "Great Reader,"…
Descriptors: English (Second Language), Second Language Instruction, Student Motivation, Females
Peer reviewed Peer reviewed
Direct linkDirect link
Briscoe, Michael – Science Teacher, 2019
FLEET is a free ship-design simulator that reaches students in their native environment--video games. It is also a physics simulator that applies content first learned through hands-on scientific investigations. Using FLEET, students design and use ships for various naval missions by mastering scientific concepts such as force, energy, and work,…
Descriptors: Video Games, Computer Simulation, Physics, Hands on Science
Peer reviewed Peer reviewed
Direct linkDirect link
Wang, Chung-Hsiang; Wu, Ko-Chiu; Tsau, Saiau-Yue – Journal of Educational Computing Research, 2019
The aim of this study was to design a digital game that imparts the concept of urban heat island effects to aid in environmental education. Within the play-time limits, gamers must be alert to signs of warning from the environment and keep the balance between economic growth and the temperature of the environment, so they can safely manage the…
Descriptors: Instructional Design, Educational Games, Marketing, Environmental Education
Peer reviewed Peer reviewed
Direct linkDirect link
Lee, Sungwoong; Ke, Fengfeng – Journal of Computer Assisted Learning, 2019
A promising method to support game-based learning is to facilitate learners' externalization of cognitive and metacognitive processes. Externalizing Problem Representation (EPR) refers to a cognitive behaviour in which a learner constructs her own representations overtly. The purpose of this study is to investigate whether learning supports…
Descriptors: Teaching Methods, Computer Assisted Instruction, Mathematical Concepts, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Vergne, Matthew J.; Simmons, Joshua D.; Bowen, Ryan S. – Journal of Chemical Education, 2019
An escape-room-game activity was introduced to foster team building and collaborative learning in a laboratory-experiment setting. The students were placed in a laboratory with clues and puzzles that required the students to use a sequence of analytical instruments in the laboratory in order to escape. The instruments utilized included a UV-vis…
Descriptors: Educational Games, Science Laboratories, Laboratory Experiments, Cooperative Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Sugahara, Satoshi; Lau, David – Journal of Education for Business, 2019
The authors examine the determinants of the effective implementation of game-based learning (GBL) for experiential learning. They focus on the successful GBL initiative called Management Game (MG) and adopt the theory-driven deductive thematic analysis approach of Boyatzis along with the Matsuo model as theoretical rationale. Overall, the findings…
Descriptors: Game Based Learning, Experiential Learning, Accounting, Educational Games
Roscoe, Rod D.; Allen, Laura K.; McNamara, Danielle S. – Journal of Educational Computing Research, 2019
A critical challenge for computer-based writing instruction is providing appropriate and adaptive practice. The current study examined three modes of computer-based writing practice with the goal of identifying those with the greatest learning and motivational value. High school students learned about writing strategies by studying lessons within…
Descriptors: High School Students, Writing Instruction, Computer Assisted Instruction, Writing Strategies
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Hajian, Shiva – IAFOR Journal of Education, 2019
One of the primary goals of education is to ensure that learners can apply their acquired knowledge in various ways and under different circumstances. However, this expected "transfer" does not always occur and, therefore, the acquired knowledge cannot be flexibly employed in different contexts. One way to minimize this problem is to…
Descriptors: Transfer of Training, Teaching Methods, Situated Learning, Comparative Analysis
Peer reviewed Peer reviewed
PDF on ERIC Download full text
White, Kyli; McCoy, Leah P. – Networks: An Online Journal for Teacher Research, 2019
Games-based learning involves instruction with realistic game experiences (Cicchino, 2015). This action research study explored game-based learning as fifth grade mathematics students completed a brief unit on ordered pairs utilizing game-based lessons. Attitude and achievement data were collected mainly by surveys, content tests, student…
Descriptors: Educational Games, Elementary School Mathematics, Mathematics Achievement, Mathematics Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Scharp, Kristina M.; Seiter, John S.; Curran, Timothy – Communication Teacher, 2019
People who receive supportive communication when they are distressed benefit from a series of advantageous outcomes. We designed the following activity based on the popular board game Apples to Apples to provide students with an experiential understanding of different types of social support--(1) emotional, (2) esteem, (3) network, (4)…
Descriptors: Social Support Groups, Self Esteem, Emotional Response, Networks
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Shute, Valerie; Rahimi, Seyedahmad; Lu, Xi – Grantee Submission, 2019
Digital, educational games have many promises (e.g., increasing students' content knowledge as well as competencies like problem-solving, spatial skills, and persistence). However, there are challenges to overcome before using these games more broadly in educational settings. One challenge involves identifying effective, theoretically based…
Descriptors: Educational Games, Computer Games, Game Based Learning, Middle School Students
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Daniel Herda – Numeracy, 2019
Existing research from the social sciences indicates that misperceptions about immigrants are pervasive in American society and present consequences for intergroup relations. The classroom may be an arena in which to reduce this incorrectness. The current note provides a replication and extension of previous research on the effectiveness of the…
Descriptors: Misconceptions, Immigrants, Educational Games, Student Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
de Moura Silva, Gabriel; Lahr, Daniel J. G.; Silva, Rosana Louro Ferreira – Journal of Biological Education, 2023
In this article, we present how educational resources for zoology designed by undergraduate students help to propose means of action for teaching diversity and animal evolution in basic education. We realised that activities of creation and analysis of educational resources, in the context of didactic planning, have the potential to approximate…
Descriptors: Zoology, Preservice Teachers, Teacher Education Programs, Evolution
Peer reviewed Peer reviewed
Direct linkDirect link
Derek L. Choi-Lundberg; Kerryn Butler-Henderson; Kristyn Harman; Joseph Crawford – Australasian Journal of Educational Technology, 2023
In the years prior to the COVID-19 pandemic, there was considerable innovation in designing and implementing teaching and learning with technology in fully online, face-to-face and blended modes. To provide an overview of technology-enhanced learning in higher education, we conducted a systematic literature review following PRISMA guidelines of…
Descriptors: Higher Education, Instructional Design, Digital Literacy, Influence of Technology
Pages: 1  |  ...  |  118  |  119  |  120  |  121  |  122  |  123  |  124  |  125  |  126  |  ...  |  634