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Inci, A. Can; Saraoglu, Hakan – Journal of Teaching in International Business, 2019
In this paper, we propose two diagrams, the corporate strategic framework diagram and the free cash flow diagram, to teach students how the finance function is integrated to other business functions in a multinational corporation. We recommend the diagrams as pedagogical tools in the context of a widely used management simulation software,…
Descriptors: Teaching Methods, Global Approach, Finance Occupations, Computer Software
Squire, Nikki – Journal of Instructional Research, 2019
Using game-based learning strategies, such as quiz-style PowerPoint games as an e-learning and teaching pedagogy can make a positive impact on how students learn, how they process and retain information, and how they interact with digital media. However, little is known about their impact on students' information literacy development. This…
Descriptors: Computer Assisted Testing, Visual Aids, Educational Games, Electronic Learning
Abdullah, Mohamad Yahya; Al Ghafri, Hawa Mubarak Harib; Al Yahyai, Khadija Saleem Hamdan – English Language Teaching, 2019
In the pedagogical process, lack of motivation becomes a controversial issue. In this qualitative study, the researcher intended to explore the best motivational teaching strategies from the perspectives of the EFL teachers at Buraimi University College (henceforth BUC) in Oman. Purposeful sampling was used in the selection of five EFL teachers in…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Teaching Methods
Ouherrou, Nihal; Elhammoumi, Oussama; Benmarrakchi, Fatimaezzahra; El Kafi, Jamal – Education and Information Technologies, 2019
Children with Learning Disabilities (LDs) show some emotional difficulties and behavioral problems in classroom compared with their peers without LDs. Emotions constitute an important part of the learning process. Recent evidence suggests that the use of Information and Communication Technology (ICT) in special education permits to remove barriers…
Descriptors: Children, Learning Disabilities, Emotional Response, Nonverbal Communication
Taskiran, Ayse – E-Learning and Digital Media, 2019
Today, educational practices are being designed and varied due to advance of millennium generation who tend to use mobile technologies in every aspect of their lives. Accordingly, growing interest towards mobile learning in education brings several opportunities and advantages for English as foreign language teachers and learners. Augmented…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Telecommunications
Suki, Norazah Mohd; Suki, Norbayah Mohd – Technology, Knowledge and Learning, 2019
This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200…
Descriptors: Role Playing, Educational Games, Video Games, Teaching Methods
Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2019
This study examined effects of gamified comparison on sixth graders' performance of algebra word problem solving and attitude toward algebra learning. Seventy-two sixth graders were invited to participate in a four-week experimental instruction and assigned to three groups: gamified comparison, comparison, and control. The results showed (1) a…
Descriptors: Grade 6, Algebra, Educational Games, Word Problems (Mathematics)
Riopel, Martin; Nenciovici, Lucian; Potvin, Patrice; Chastenay, Pierre; Charland, Patrick; Sarrasin, Jérémie Blanchette; Masson, Steve – Studies in Science Education, 2019
Serious games have become increasingly available to educators. Empirical studies and meta-analyses have examined their impact on learning achievement. However, natural sciences could have a special relation to serious games by their systematic use of quantitative and predictive models that can generate microworlds and simulations. Since no known…
Descriptors: Outcomes of Education, Educational Games, Science Achievement, Conventional Instruction
Capelo, Carlos; Lorga, Ana – International Association for Development of the Information Society, 2019
Simulation-based learning environments are used extensively to support learning on complex business systems. Nevertheless, there exist studies that identify problems and limitations due to cognitive processing difficulties. Particularly, previous research addressed some aspects of model transparency and instructional strategy and produced…
Descriptors: Teaching Methods, Computer Simulation, Learning Processes, Models
Hacker, Michael – Technology and Engineering Teacher, 2018
Computational Thinking (CT) is being promoted as "a fundamental skill used by everyone in the world by the middle of the 21st Century" (Wing, 2006). CT has been effectively integrated into history, ELA, mathematics, art, and science courses (Settle, et al., 2012). However, there has been no analogous effort to integrate CT into…
Descriptors: Skill Development, Thinking Skills, Technology Education, Engineering Education
Kostenius, Catrine; Hallberg, Josef; Lindqvist, Anna-Karin – Health Education, 2018
Purpose: The use of modern technology has many challenges and risks. However, by collaborating with schoolchildren, ideas to effectively promote health and learning in school can be identified. The purpose of this paper is to examine how a participatory approach can deepen the understanding of how schoolchildren relate to and use gamification as a…
Descriptors: Physical Activities, Learning Processes, Phenomenology, Risk
Young, Laura D.; Carranza Ko, Ñusta; Perrin, Michael – Journal of Political Science Education, 2018
Despite the known benefits of long-term, game-based simulations they remain underutilized in Political Science classrooms. Simulations used are typically designed to reinforce a concept and are short-lived, lasting one or two class sessions; rarely are entire courses designed around a single simulation. Creating real-world conditions in which…
Descriptors: International Relations, Political Science, Simulation, Role Playing
Ling, Lynette Tan Yuen – Online Learning, 2018
Gamification is an innovative pedagogical strategy where digital games are used in an educational setting and as an aid to learning. Recent publications on gamification in the classroom investigate the concept of "meaningful gamification," where, in line with Ryan and Deci's self-determination theory, competency, autonomy, and…
Descriptors: Technology Uses in Education, Student Motivation, Foreign Countries, Scaffolding (Teaching Technique)
Byun, JaeHwan; Joung, Eunmi – School Science and Mathematics, 2018
Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…
Descriptors: Video Games, Computer Games, Educational Games, Elementary Secondary Education
Odden, Tor Ole. B.; Russ, Rosemary S. – Physical Review Physics Education Research, 2018
Although physics teachers often seek to help their students make sense of physics concepts, our field has yet to thoroughly explore how and why students engage in sensemaking. In this study we use the epistemic games framework to propose a model for students' sensemaking processes. Our analysis of a series of clinical interviews with introductory…
Descriptors: Physics, Science Instruction, Introductory Courses, Energy

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