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Xu, Hao; Song, Donglei; Yu, Tao; Tavares, Adriano – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Many attempts at personalisation have been made in education. They all collect learning data and analyse learning behaviours, and ultimately achieve personalised learning dynamically. However, further research is needed on the ways to effectively access and analyse information about learning within an enjoyable environment and with positive…
Descriptors: Case Studies, Learning Experience, Knowledge Management, Teaching Methods
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Whitton, Nicola; Maclure, Maggie – Discourse: Studies in the Cultural Politics of Education, 2017
Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…
Descriptors: Video Games, Teaching Methods, Educational Games, Technology Uses in Education
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Seidl, Tobias – International Journal of Game-Based Learning, 2017
Teamwork and cooperation are important 21st century skills and therefore important parts of the higher education curriculum. Following Kolb's "experiential learning cycle" model a combination of project work and moderated reflection can help students to acquire these skills. This article elaborates how LEGO® Serious Play® (LSP) can be…
Descriptors: Case Studies, Educational Games, Teamwork, Cooperative Learning
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Javaid, Osman – International Journal of Game-Based Learning, 2017
This case study tracks the development of a digital induction resource implementing game elements that focuses on the first two stages of Gilly Salmon's Five Stage Model, namely "access and motivation" and "online socialisation" (Salmon, 2011). In the summer of 2016, a prototype was developed and presented at the Playful…
Descriptors: Case Studies, Educational Games, Foreign Countries, Electronic Learning
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Elliott, Steven; Combs, Sue; Huelskamp, Amelia; Hritz, Nancy – Journal of Physical Education, Recreation & Dance, 2017
Creative K-12 health teachers can engage students in large classes by utilizing active learning strategies. Active learning involves engaging students in higher-order tasks, such as analysis and synthesis, which is a crucial element of the movement toward what is commonly called "learner-centered" teaching. Health education teachers who…
Descriptors: Elementary Secondary Education, Learner Engagement, Active Learning, Teaching Methods
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Kollars, Nina; Rosen, Amanda M. – Journal of Political Science Education, 2017
In terms of gamification within political science, some fields-particularly international relations and American politics--have received more attention than others. One of the most underserved parts of the discipline is research methods; a course that, coincidentally, is frequently cited as one that instructors hate to teach and students hate to…
Descriptors: Political Science, Educational Games, Teaching Methods, Politics
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Jayantilal, Kumar; O'Leary, Nick – European Physical Education Review, 2017
The purpose of this study was to explore how a physical education (PE) teacher employed the direct instruction model (DIM) teaching games in a United Kingdom secondary school. The research sought to identify how the teacher utilised the DIM and those factors that influenced his use of the model. Occupational socialization was used to identify the…
Descriptors: Physical Education, Physical Education Teachers, Direct Instruction, Foreign Countries
Jong, Morris Siu Yung; Dong, Anmei; Luk, Eric – Research and Practice in Technology Enhanced Learning, 2017
Serious gaming has been regarded as one of the important student-centric learning approaches in the coming decade. However, there has been a lack of in-depth discussion of the teacher role in the course of serious gaming when it is adopted in formal schooling. The study discussed in this paper is a piece of two-cycle design-based research,…
Descriptors: Game Based Learning, Teacher Role, Teaching Methods, Grade 11
Jennings, Amanda Brooke – ProQuest LLC, 2017
Children construct meaning from their economic experiences in the form of naive theories and use these theories to explain the relationships between their actions and the outcomes. Inevitably, due to their lack of economic literacy, these theories will be incomplete. Through curriculum design that acknowledges and addresses these naive theories,…
Descriptors: Childhood Attitudes, Knowledge Level, Economics, Theories
Brown-Turner, Jasmine – ProQuest LLC, 2017
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members…
Descriptors: Computer Games, Phenomenology, Computer Software, Computer Simulation
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Seymoens, Tom; Van Audenhove, Leo; Van den Broeck, Wendy; Mariën, Ilse – Journal of Media Literacy Education, 2020
This paper presents "the DataBuzz Project." "DataBuzz" is a high-tech, mobile educational lab, which is housed in a 13-meter electric bus. Its specific goal is to increase the data literacy of different segments of society in the Brussels region through inclusive and participatory games and workshops. In this paper, we will…
Descriptors: Data Analysis, Literacy, Program Descriptions, Laboratories
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Hofman, Abe D.; Brinkhuis, Matthieu J. S.; Bolsinova, Maria; Klaiber, Jonathan; Maris, Gunter; van der Maas, Han L. J. – Journal of Intelligence, 2020
One of the highest ambitions in educational technology is the move towards personalized learning. To this end, computerized adaptive learning (CAL) systems are developed. A popular method to track the development of student ability and item difficulty, in CAL systems, is the Elo Rating System (ERS). The ERS allows for dynamic model parameters by…
Descriptors: Teaching Methods, Computer Assisted Instruction, Difficulty Level, Individualized Instruction
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Litts, Breanne K.; Lewis, Whitney E.; Mortensen, Chase K. – Interactive Learning Environments, 2020
In response to a need to equip youth to become successful contributors to our growing digital economy, educators and researchers are exploring ways to incorporate computational thinking (CT) for all across curricular domains. In this paper, we take a place-based approach to examine how and what CT practices youth learn through designing mobile…
Descriptors: Teaching Methods, Educational Games, Telecommunications, Handheld Devices
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Elimelech, Adi; Aram, Dorit – Reading Research Quarterly, 2020
The authors developed a digital spelling game to promote children's early literacy skills. Based on the dual-coding theory, the authors studied the benefits of auditory support alone versus auditory+visual support. Children played the game in three conditions: no support, hearing the whole word; auditory-only support, hearing a word segmented; and…
Descriptors: Educational Games, Video Games, Spelling, Emergent Literacy
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Ellis-Thompson, Amy; Higgins, Steve; Kay, Jonathan; Stevenson, Jennifer; Zaman, Mohammad – Education Endowment Foundation, 2020
This rapid evidence assessment aimed to investigate methods that schools could use to support remote learning during school closures caused by the 2020 coronavirus pandemic (COVID-19). The review sought to find the best evidence behind the wide array of approaches that schools might choose to use during the crisis. This report summarises the…
Descriptors: Distance Education, School Closing, COVID-19, Pandemics
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