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Zhang, Meilan – British Journal of Educational Technology, 2016
Despite the growing scholarly interest in educational computer games, research on popular online educational games is rare. Little is known about which online educational games are popular and to what extent, what kind of users are more interested in these games and how interest in the games is related to academic performance. To fill this gap,…
Descriptors: Educational Games, Computer Uses in Education, Internet, Use Studies
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Bakhsh, Sahar Ameer – English Language Teaching, 2016
Over the last few decades, teaching English become a phenomenon in Saudi Arabia, especially to young learners. English is taught as a main subject in kindergarten and elementary schools. Like any other children, Saudis accept new foreign languages easily, but they get bored very fast if the teacher is teaching them using the old conventional…
Descriptors: Teaching Methods, Educational Games, Vocabulary Development, English (Second Language)
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Kurushkin, Mikhail; Mikhaylenko, Maria – Journal of Chemical Education, 2016
A competitive educational guessing game "Orbital Battleship" which reinforces Madelung's and Hund's rules, values of quantum numbers, and understanding of periodicity was designed. The game develops strategic thinking, is not time-consuming, requires minimal preparation and supervision, and is an efficient and fun alternative to more…
Descriptors: Educational Games, Science Instruction, Thinking Skills, Skill Development
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Burwell, Catherine; Miller, Thomas – E-Learning and Digital Media, 2016
This article explores the literacy practices associated with Let's Play videos (or LPs) on YouTube. A hybrid of digital gaming and video, LPs feature gameplay footage accompanied by simultaneous commentary recorded by the player. Players may set out to promote, review, critique or satirize a game. In recent years, LPs have become hugely popular…
Descriptors: Video Games, Literacy, Educational Practices, Educational Games
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Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Deater-Deckard, Kirby; Samur, Yavuz – Education and Information Technologies, 2016
In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research team to achieve a hypothetical learning trajectory of mathematical thinking of 5th grade students.…
Descriptors: Educational Games, Video Games, Mathematics Education, Elementary School Mathematics
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Chiarello, Fabio; Castellano, Maria Gabriella – International Journal of Game-Based Learning, 2016
In this paper the authors report different experiences in the use of board games as learning tools for complex and abstract scientific concepts such as Quantum Mechanics, Relativity or nano-biotechnologies. In particular we describe "Quantum Race," designed for the introduction of Quantum Mechanical principles, "Lab on a chip,"…
Descriptors: Games, Scientific Concepts, Science Instruction, Science Education
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Davis, Don; Marone, Vittorio – International Journal of Game-Based Learning, 2016
In the learning sciences and game studies communities, there has been an increasing interest in the potential of game-related "paratexts" and "surrounds" in supporting learning, such as online discussion forums and gaming affinity spaces. While there have been studies identifying how learning occurs in such communities, little…
Descriptors: Computer Mediated Communication, Discussion Groups, Educational Games, Learning Processes
Sakai, Kyohei; Shiota, Shingo – International Association for Development of the Information Society, 2016
This paper explores the use of gamification in math lessons for children in order to highlight the relationship between math education and its application to society. In school education, there is an existing problem about how to relate concepts learned in math to everyday life. One of the reasons for this problem is that it is difficult for…
Descriptors: Teaching Methods, Mathematics Instruction, Educational Games, Grade 6
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Gough, John – Australian Mathematics Teacher, 2015
Most readers would be familiar with the standard domino set which is played with rectangular domino tiles. The domino set, sometimes called a deck or pack, consists of 28 dominoes, colloquially nicknamed bones, cards, tiles, stones, or spinners. A domino set is a generic gaming device, similar to playing cards or dice, in that a variety of games…
Descriptors: Mathematics, Mathematics Instruction, Thinking Skills, Games
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Rafferty, Anna N.; LaMar, Michelle M.; Griffiths, Thomas L. – Cognitive Science, 2015
Watching another person take actions to complete a goal and making inferences about that person's knowledge is a relatively natural task for people. This ability can be especially important in educational settings, where the inferences can be used for assessment, diagnosing misconceptions, and providing informative feedback. In this paper, we…
Descriptors: Inferences, Knowledge Level, Educational Games, Computer Simulation
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American Journal of Play, 2015
Bernie DeKoven is both a play theorist and a play practitioner. He is the author of "The Well-Played Game" (reissued in 2013 by MIT Press) as well as "Junkyard Sports," "Power Meetings," and "Connected Executives" and of the compact disc "Recess for the Soul," an assemblage of monologues about…
Descriptors: Play, Educational Games, Creative Activities, Curriculum Development
Shahid, Hafiza Maimoona; Tariq, Sohaib; Saleem, Imran; Butt, Muhammad Adil; Tariq, Arslan; Tariq, Iqra – International Association for Development of the Information Society, 2015
Recently, considerable advancement has been seen for educating the people with autism. Research has shown that people with autism reveals positive behavior while interacting with innovative information technologies as compared to therapies. This review focuses on the possible use of ICT in the education and development of the people with autism…
Descriptors: Autism, Educational Technology, Technology Uses in Education, Robotics
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Sierksma, Jellie; Lansu, Tessa A. M.; Karremans, Johan C.; Bijlstra, Gijsbert – Developmental Psychology, 2018
Two studies examined when and why children (10-13 years) help ethnic in-group and out-group peers. In Study 1 (n = 163) children could help an out-group or in-group peer with a word-guessing game by entering codes into a computer. While children evaluated the out-group more negatively than the in-group, they helped out-group peers "more"…
Descriptors: Preadolescents, Early Adolescents, Ethnicity, Helping Relationship
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Kadhim, Anwar Jawad – TESOL International Journal, 2018
Pronunciation is important in all spoken communication in English because if we mispronounce a word, people will likely to misunderstand us. This paper is about teaching diphthongs by using recordings and brainstorming board race in Iraqi private colleges as well as how audio-visual media and games are used in learning. The integration of games in…
Descriptors: Phonological Awareness, Pronunciation Instruction, Teaching Methods, Second Language Instruction
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Usman, Misnawaty; Saud, Syukar; Achmad, Abd. Kasim – International Journal of Language Education, 2018
The purpose of this study was to develop a learning model of "Teams-Games-Tournaments (TGT)" in learning German vocabulary ("Wortschatz"). Specifically the study aims: (a) to find out the validity, practicality, and effectiveness of German vocabulary learning to improve students' vocabulary mastery; (b) to find out the…
Descriptors: German, Second Language Learning, Second Language Instruction, Vocabulary Development
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