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Aunio, Pirjo; Mononen, Riikka – European Journal of Special Needs Education, 2018
The aim of this study was to determine the effects of an educational computer game, Lola's World, on low-performing children's early numeracy skills. Four preschools with 33 children from families of low socio-economic status (M[subscript age] = 5.5 years) took part in this study. Of the 33 children, 23 were split randomly into two groups: an…
Descriptors: Educational Games, Computer Games, Instructional Effectiveness, Preschool Children
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Kissi, Lisa; Dreesmann, Daniel – Journal of Biological Education, 2018
Plants have an enormous importance for life on earth but are often overlooked. This phenomenon called plant blindness is reinforced as students prefer to spend their recreation time with modern media rather than in nature. Mobile devices have become an omnipresent part of students' everyday lives. Nevertheless, direct experiences with plants are…
Descriptors: Plants (Botany), Telecommunications, Handheld Devices, Educational Technology
Oltman, Julia Leonhardt – ProQuest LLC, 2018
Game-based learning has entered the mainstream, yet little research has examined its influence within an early elementary setting, in the subject of history, or within the context of entire curricular unit. This dissertation examines two years' worth of data during which an augmented reality, geolocated mobile game was embedded within a…
Descriptors: Curriculum Implementation, Educational Games, Elementary School Students, Elementary School Teachers
Pisano, Sergio – ProQuest LLC, 2018
The purpose of this research project was to explore students' gaming experiences in relationship to engagement and learning to expand our understanding of the essence of such experiences and produce valuable results for educators seeking to create a more student-centered learning environment, facilitate active learning, and increase students'…
Descriptors: College Students, Educational Games, Games, Student Experience
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Alharthi, Saleh – TESOL International Journal, 2020
Technology use in the classroom to improve student's learning has gained significant attention over the past few years. Technology has metamorphosed from CALL to MALL and the use of gamification. Teachers are more concerned with methodologies that can improve students' motivation and engagement, particularly in EFL classrooms. This mixed method…
Descriptors: Teaching Methods, Second Language Learning, Second Language Instruction, English (Second Language)
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Yin, Haiyan – Journal of Teaching in International Business, 2020
This study describes a foreign investment negotiation simulation game and evaluates its effectiveness on the teaching and learning of international business. The game involves the application of the major topics of an introductory international business course to a setting that is close to the real world, thus allows students to explore the…
Descriptors: Instructional Effectiveness, Teaching Methods, Simulation, Active Learning
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O'Leary, Nick; Longmore, Carl; Medcalf, Richard – European Physical Education Review, 2020
Recognizing the limited research examining physical education teachers' pedagogical practices for pupils experiencing social, emotional and behavioural issues, this case study sought to examine how a male teacher with a high performing sports background taught games to such pupils and identify those factors that led to such practices. Occupational…
Descriptors: Physical Education Teachers, Males, Socialization, Athletics
Lin, Grace Hui Chin – Online Submission, 2020
Communicative multimedia is becoming a significant tool of improving metalinguistic knowledge (Lai, 2015, 2016). This research applied three basic examples of song, movie (Hung & Higginsb, 2015, 2016; King, 2002, 2010; Sanne, 1994, 2006; Tillmana, 1997, 2006) and game pedagogies (Tsai, 2017) for discussing cognitive consequences of Taiwanese…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Singing
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Bozkur, Eyüp – International Journal of Progressive Education, 2019
Values are concepts that influence and direct individuals' behaviors. Because values directly influence society's structure, values education also takes an important place. Both children's games and values education have a structure that can diversify values education and make it entertaining during learning. In this study, it was aimed to reveal…
Descriptors: Values Education, Educational Games, Teacher Attitudes, Computer Games
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Cyr, Stéphane; Charland, Patrick; Riopel, Martin; Bruyère, Marie-Hélène – Journal of Computers in Mathematics and Science Teaching, 2019
Serious video games (SVGs) are increasingly used as supplementary teaching tools for mathematics education. Several studies report their positive impact on student learning. However, these impacts are variable, and the success of the tools cannot be generalized or extended to all settings or disciplines without an in-depth look at the games…
Descriptors: Foreign Countries, Video Games, Design, Models
Newton, Stephen; Gamble, Harrison; Su, Yu; Zoski, Jennifer; Damico, Danielle – Online Submission, 2019
This paper presents the results of a quasi-experimental study examining the effectiveness of Amplify Reading, a digital supplemental literacy curriculum that students play independently at school or at home, in improving student literacy outcomes as measured by end of year Dynamic Indicators of Basic Early Literacy Skills (DIBELS) Next for…
Descriptors: Literacy Education, Reading Instruction, Grade 1, Grade 2
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Chuang, Tsung-Yen; Kuo, Ming-Shiou; Fan, Ping-Lin; Hsu, Yen-Wei – Educational Technology Research and Development, 2017
Sensory integration dysfunction (SID, also known as sensory processing disorder, SPD) is a condition that exists when a person's multisensory integration fails to process and respond adequately to the demands of the environment. Children with SID (CwSID) are also learners with disabilities with regard to responding adequately to the demands made…
Descriptors: Sensory Aids, Sensory Training, Perceptual Impairments, Disabilities
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Plump, Carolyn M.; LaRosa, Julia – Management Teaching Review, 2017
Instructional games are gaining acceptance in the classroom as the eLearning merits of student engagement and immediate feedback are recognized. Within higher education, the use of these tools is often limited due to lack of time, insufficient experience, or doubts regarding the scholarly merits of such activities. Kahoot! is a popular eLearning…
Descriptors: Educational Technology, Educational Games, Electronic Learning, Learner Engagement
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Nebel, Steve; Schneider, Sascha; Beege, Maik; Kolda, Franziska; Mackiewicz, Valerie; Rey, Günter Daniel – Educational Technology Research and Development, 2017
Complex, multimedia software such as educational videogames offer a wide range of elements to modify learner behavior. The adjustment of such software might support learning, especially in complex settings like collaborative or cooperative scenarios. Coming from a theoretical background of educational psychology, our experiment seeks to implement…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Cooperative Learning
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DiCerbo, Kristen E. – Journal of Applied Testing Technology, 2017
While game-based assessment offers new potential for understanding the processes students use to solve problems, it also presents new challenges in uncovering which player actions provide evidence that contributes to understanding about students' knowledge, skill, and attributes that we are interested in assessing. A development process that…
Descriptors: Educational Games, Evaluation Methods, Educational Technology, Technology Uses in Education
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