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Tezcan Kardas, Nurgül; Sadik, Resat – Asian Journal of Education and Training, 2018
Purpose of this research is to measure the effect of educational game training on some physical parameters and social skills of the children with Autism Spectrum Disorder. Five individuals (participants) diagnosed with Autism Spectrum Disorder participated in the research. During the research, the participants were made to play 8 different…
Descriptors: Educational Games, Teaching Methods, Autism, Pervasive Developmental Disorders
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Heshmati, Saeideh; Kersting, Nicole; Sutton, Taliesin – International Journal of Science and Mathematics Education, 2018
This study explored the design and implementation of the Cover-up and Un-cover games, two manipulative-based fraction games, in 14 fifth-grade classrooms. We examined how the fraction concepts were integrated into the game design and explored the nature of teacher-student interactions during games using lesson videos. Our examination showed that…
Descriptors: Educational Games, Mathematics Instruction, Teacher Student Relationship, Design
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Jackson, Luke Conrad; O'Mara, Joanne; Moss, Julianne; Jackson, Alun C. – International Journal of Game-Based Learning, 2018
Digital games are currently viewed, by many within the field of education, as a way to engage and motivate students, and to assist them in acquiring content knowledge and skills. Despite the growing interest in using digital games, including serious games, this is the first critical review of the literature on the effectiveness of digital…
Descriptors: Computer Games, Teaching Methods, Instructional Effectiveness, Attitude Change
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Yilmaz, Ozgur; Bayraktar, Duygu Mutlu – International Journal of Game-Based Learning, 2018
This article investigates the effect of kinesthetic educational game on students' mental computation speed. A Solomon four-group design was used to avoid the influence of pretest-posttest design. In order to determine which grade is appropriate for this game, a pilot study was conducted with 30 students. As for the main study, 123 students…
Descriptors: Mental Computation, Computer Games, Kinesthetic Methods, Comparative Analysis
Kalena, Kathleen A. – ProQuest LLC, 2018
The purpose of this study was to ascertain if parents' reported participation in specific math intervention strategies increased their abilities to help their children with math. The five math intervention strategies were Everyday Math Online Tools and Games, Star Math Reports/Home Connect from Renaissance Learning, HomeworkNOW, Study Island, and…
Descriptors: Parent Participation, Parents as Teachers, Mathematics Instruction, Elementary School Mathematics
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Karumbaiah, Shamya; Baker, Ryan S.; Shute, Valerie – International Educational Data Mining Society, 2018
Identifying struggling students in real-time provides a virtual learning environment with an opportunity to intervene meaningfully with supports aimed at improving student learning and engagement. In this paper, we present a detailed analysis of quit prediction modeling in students playing a learning game called Physics Playground. From the…
Descriptors: Predictor Variables, Academic Persistence, Educational Games, Play
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Sawyer, Robert; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Educational Data Mining Society, 2018
Student interactions with game-based learning environments produce a wide range of in-game problem-solving sequences. These sequences can be viewed as trajectories through a game's problem-solving space. In this paper, we present a general framework for analyzing students' problem-solving behavior in game-based learning environments by filtering…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
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Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
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Posch, Konrad; Stenberg, Matthew – Journal of Political Science Education, 2021
International relations is often confusing for students. IR theories are introduced as parsimonious and elegant and then systematically challenged as students learn more about detailed events. There are rules, there are norms, and states follow them until they don't. East Asia increases these challenges because it often undermines IR theory.…
Descriptors: Political Science, Simulation, Role Playing, Teaching Methods
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Rushton, Evan; Corrigan, Seth – Electronic Journal of e-Learning, 2021
21st Century Standards and the Deeper Learning movement emphasize the ability to think critically and solve complex problems, to work well in teams, and to communicate effectively. While traditional classroom activities can meet these objectives, digital games and simulations provide unique affordances. When designed to incorporate formative…
Descriptors: 21st Century Skills, Game Based Learning, Teaching Methods, Computer Games
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Zureck, Alexander – Problems of Education in the 21st Century, 2021
The range of study programs in finance and the ways how to study due to place, time, and focus has increased in recent years. Students can choose what and how they want to learn. If someone finds an appropriate program he must decide to study face-to-face, online, or in a hybrid format. Finance is often a duty in business administration or related…
Descriptors: Foreign Countries, Active Learning, Media Selection, Reading Material Selection
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Spain, Randall; Penilla, Carlos; Ozer, Elizabeth; Taylor, Robert; Ringstaff, Cathy; Lester, James – Journal of STEM Outreach, 2021
The COVID-19 pandemic produced a dramatic nationwide shift in K-12 education from in-person classroom learning to remote online learning. This shift left teachers and parents facing the challenge of finding engaging online resources to motivate students to become deeply involved in science learning. The pandemic also left educators and…
Descriptors: Game Based Learning, COVID-19, Pandemics, School Closing
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Yang, Fang-Chuan Ou; Wu, Wen-Chi Vivian; Wu, Yi-Ju Ariel – International Journal of Distance Education Technologies, 2020
The Test-of-English-for-International-Communication (TOEIC) is an important proficiency test for achieving the benchmark of future employment for English language learners worldwide. However, game-based apps for acquiring TOEIC vocabulary have remained scarce. Therefore, an empirical study was conducted to examine the effects of the self-developed…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Telecommunications
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Jerlström, Charlotta; Adolfsson, Annsofie – Journal of School Nursing, 2020
The aim of the study was to evaluate if an intervention including theater in school sex education affects students' knowledge, attitudes, and behavior regarding condom use in Sweden. The study was a cluster randomized controlled trial. The intervention group got a play, value exercises, chlamydia games, condom school, and interactive replay with…
Descriptors: Prevention, Sexually Transmitted Diseases, Intervention, Sexuality
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Chou, Pao-Nan; Chang, Chi-Cheng; Hsieh, Shih-Wan – Technology, Pedagogy and Education, 2020
The purpose of the current study was to investigate students' overall learning process during the implementation of educational escape-the-room games (EERGs) in classrooms. This study adopted a two-stage case-study methodology, namely single-case and multi-case designs. In the first stage, a well-designed EERG for a Chinese language class was…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
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