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McCarthy, Kathryn S.; Watanabe, Micah; McNamara, Danielle S. – Grantee Submission, 2020
The Design Implementation Framework, or DIF, is a design approach that evaluates learner and user experience at multiple points in the development of intelligent tutoring systems. In this chapter, we explore how DIF was used to make system modifications to iSTART, a game-based intelligent tutoring system for reading comprehension. Using DIF as a…
Descriptors: Intelligent Tutoring Systems, Reading Comprehension, Educational Games, Program Development
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Vasmatzoglou, Areti; Ní Chiaráin, Neasa – Research-publishing.net, 2020
Virtual simulation training has gained in usage in various educational fields and offers the potential to support and reinforce learning goals when practical experience is not possible. Teaching practice experience in an English as a Foreign Language (EFL) classroom is critical, yet frequently unobtainable for students in Teaching English to…
Descriptors: Electronic Learning, Game Based Learning, Educational Games, Computer Simulation
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Munir, Laine – Journal of Political Science Education, 2023
This teaching note outlines an innovative simulation game realized in response to post-pandemic experiential learning needs. The game introduces a fictional African country experiencing a series of political and financial shocks. Students are assigned membership in social groups and must implement the national policies that would improve outcomes…
Descriptors: Teaching Methods, Instructional Innovation, Political Science, Experiential Learning
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Yildiz, Emre; Simsek, Ümit; Agdas, Hacer – Journal of Turkish Science Education, 2018
The purpose of this research was to find out the effects of educational game-integrated group research method of "regulatory system" issue in 7th grade on students' academic achievement, attitudes towards schools, and retention of knowledge. The sample of this study consisted of a total of 54 students in two intact groups at 7th grade…
Descriptors: Educational Games, Grade 7, Academic Achievement, Student Attitudes
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Nxumalo, Sabelo Abednego; Mncube, Dumisani Wilfred – Perspectives in Education, 2018
This paper foregrounds the value of the inclusion of Ubuntu philosophy in the school curriculum using indigenous games. There has been increased interest emanating from the Department of Basic Education (DBE) in the inclusion of Ubuntu philosophy in the mainstream school curriculum. The DBE has identified indigenous knowledge as an asset that can…
Descriptors: Foreign Countries, Educational Games, Indigenous Knowledge, Indigenous Populations
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Triboni, Eduardo; Weber, Gabriel – Journal of Chemical Education, 2018
Recently there has been a renewed interest in the development and use of pedagogical games, as they provide an interesting approach to the appropriation of knowledge in the context of active learning. However, most didactic games fail to completely implement a cycle of reflection and action, thereby fostering mostly lower-order thinking skills and…
Descriptors: Organic Chemistry, Educational Games, Teaching Methods, Active Learning
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Tulloch, Rowan; Randell-Moon, Holly Eva Katherine – Review of Education, Pedagogy & Cultural Studies, 2018
"Gamification", a strategy whereby video game logics are applied to real world tasks, is rapidly gaining traction in education discourses, policies, and practices. Gamification advocates are frequently and prominently declaring the practice "the future of education" or education for the 21st century (Deardorff 2015; Frith 2017;…
Descriptors: Educational Games, Video Games, Politics of Education, Neoliberalism
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Klemke, Roland; Eradze, Maka; Antonaci, Alessandra – Education Sciences, 2018
Recently, research has highlighted the potential of Massive Open Online Courses (MOOCs) for education, as well as their drawbacks, which are well known. Several studies state that the main limitations of the MOOCs are low completion and high dropout rates of participants. However, MOOCs suffer also from the lack of participant engagement,…
Descriptors: Educational Games, Online Courses, Educational Research, Data Collection
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Gholizadeh, Mehran; Taghiyareh, Fattaneh; Alvandkoohi, Saeed – International Journal of Game-Based Learning, 2018
The pivotal role of identifying types of players is inevitable in the game contexts, and educational games are not an exception. This article aims to present a model of player-game interaction in the mobile game-based learning setting regarding the behavioral propensity. This model comprises five different features inherited from the player…
Descriptors: Educational Games, Computer Games, Telecommunications, Handheld Devices
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Alabbasi, Daniah – Turkish Online Journal of Educational Technology - TOJET, 2018
Teachers are the disseminators of information and hence important in promoting the success of innovations such as gamified learning management systems. While studies have revealed that students have a positive perception of the use of gamification in online learning (Boeker et al., 2013; Buckley & Doyle, 2014; Nevin et al., 2013; Urh et al.,…
Descriptors: Teacher Attitudes, Educational Games, Educational Technology, Electronic Learning
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Kinnerk, Paul; Harvey, Stephen; MacDonncha, Ciarán; Lyons, Mark – Quest, 2018
Game-Based Approaches (GBAs) have been advocated as a pedagogy to improve decision-making, skill execution, and physical fitness in physical education teaching and sports coaching. To date, no review paper has reported on the use of GBAs in competitive team sport settings. The purpose of this article was to review the research evidence conducted…
Descriptors: Educational Games, Coaching (Performance), Competition, Team Sports
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Lo, Chung Kwan; Hwang, Gwo-Jen – Knowledge Management & E-Learning, 2018
With the growing number of research articles published on flipped learning, many aspects of this instructional approach have been well researched and thoughtfully discussed. At this point, how can future research advance our understanding of flipped learning? This article sheds light on three possible directions for future studies of this…
Descriptors: Blended Learning, Educational Research, Educational Trends, Research Methodology
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Silcock, Sandra; Mackenzie, Helen – set: Research Information for Teachers, 2018
We are co-teachers at Rototuna Junior High School with expertise in music and digital technologies respectively. We share our experiences of using digital-game development as the context for our integrated learning module called Sound Bytes. We hope to inspire other teachers to develop their own innovative and integrated curriculum design and…
Descriptors: Junior High School Teachers, Junior High School Students, Music Education, Educational Games
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Christie, Simon – set: Research Information for Teachers, 2018
This article reflects on a school's approach to gamifying the Royal Society Te Aparangi's First CREST Award. The article explains how CREST was reconceived as a quest using elements of live action role playing (LARP) and gamification, and the tools that were used to do this. It describes how progress was measured using a points system and the…
Descriptors: Foreign Countries, Teaching Methods, Play, Role Playing
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Chujitarom, Wannaporn; Piriyasurawong, Pallop – International Education Studies, 2018
The STEAM-GAAR Field Learning Model to Enhance Grit is a learning model using STEAM education (Science, Technology, Engineering, Art and Mathematics) integrated with gamification (G), animation (A), augmented reality (AR) and space utilization (Field) to promote the factors that enhance a learner's grit. The purpose of this research is to: (1)…
Descriptors: STEM Education, Art Education, Computer Simulation, Educational Games
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