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Liu, Zhongxiu – International Educational Data Mining Society, 2015
Data-driven methods have been a successful approach to generating hints for programming problems. However, the majority of previous studies are focused on procedural hints that aim at moving students to the next closest state to the solution. In this paper, I propose a data-driven method to generate remedy hints for BOTS, a game that teaches…
Descriptors: Programming, Educational Games, Puzzles, Problem Solving
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Kinshuk, Ed.; Huang, Ronghuai, Ed. – Lecture Notes in Educational Technology, 2015
This book focuses on the design and architecture of ubiquitous learning environments, associated technologies, various learning scenarios supported by these environments, and different contexts that arise in environments where the seamless immersion of formal and informal activities and interactions has the potential to contribute to the learning…
Descriptors: Electronic Learning, Educational Technology, Informal Education, Individualized Instruction
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Adam Barger – William & Mary Educational Review, 2015
This article explored two complimentary frameworks for utilizing web-based simulation games in social studies classrooms and applied them in a media analysis of a popular web-based civics simulation. McCall's (2014) practical framework and Raphael, Bachen, Lynn, Mckee, and Baldwin-Philippi's (2010) approach provided a thorough construct for…
Descriptors: Computer Simulation, Web Sites, Video Games, Social Studies
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Chutiporn Anutariya Ed.; Dejian Liu Ed.; Kinshuk Ed.; Ahmed Tlili Ed.; Junfeng Yang Ed.; Maiga Chang Ed. – Lecture Notes in Educational Technology, 2023
This book collects the proceedings of the 7th International Conference on Smart Learning Environments (ICSLE2023), held in Bangkok, Thailand, as a hybrid conference from 31st Aug to 1st Sep 2023. The proceedings focus on the interplay between pedagogy and technology, and their fusion towards the advancement of smart learning for a sustainable…
Descriptors: Educational Technology, Electronic Learning, Sustainability, Student Satisfaction
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Hwang, Gwo-Jen; Chen, Chih-Hung – British Journal of Educational Technology, 2017
In this paper, an inquiry-based ubiquitous gaming approach was proposed. The objective of the study was to enhance students' performances in in-field learning activities. To show the advantages of the approach, an experiment was carried out to assess the effects of it on students' learning achievement, motivation, critical thinking, and problem…
Descriptors: Active Learning, Inquiry, Educational Games, Design
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Kinnebrew John S.; Killingsworth, Stephen S.; Clark, Douglas B.; Biswas, Gautam; Sengupta, Pratim; Minstrell, James; Martinez-Garza, Mario; Krinks, Kara – IEEE Transactions on Learning Technologies, 2017
Digital games can make unique and powerful contributions to K-12 science education, but much of that potential remains unrealized. Research evaluating games for learning still relies primarily on pre- and post-test data, which limits possible insights into more complex interactions between game design features, gameplay, and formal assessment.…
Descriptors: Computer Games, Educational Games, Data Analysis, Science Education
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Harding, Susan-Marie E.; Griffin, Patrick E.; Awwal, Nafisa; Alom, B. M. M.; Scoular, Claire – AERA Open, 2017
This study describes an online method of measuring individual students' collaborative problem-solving abilities using four interactive mathematics-based tasks, with students working in pairs. Process stream data were captured from 3,000 students who completed the tasks in the United States, Australia, Canada, Costa Rica, Singapore, and Finland.…
Descriptors: Mathematics Instruction, Problem Solving, Cooperative Learning, Secondary School Mathematics
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Kusuma, I. Putu Indra – Journal of English as an International Language, 2017
This paper presents an innovation of language games for practicing English vocabulary mastery. The main focus of the study was to investigate the development of Monolary (The given name toward the game) while specifically, it focused on: (1) investigating the media and games used in teaching vocabulary; (2) investigating the development of…
Descriptors: Elementary School Students, Second Language Learning, Second Language Instruction, English (Second Language)
Punyalert, Sansanee – ProQuest LLC, 2017
This dissertation aims to integrate various learning approaches, i.e., multiple literacies, experiential learning, game-enhanced learning, and global simulation, into an extracurricular module, in which it remodels traditional ways of teaching input, specifically, the lexical- and grammatical-only approaches of business English at a private…
Descriptors: Foreign Countries, College Students, Business English, English (Second Language)
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Abrahamson, Dor; Kapur, Manu – Instructional Science: An International Journal of the Learning Sciences, 2018
Whereas some educational designers believe that students should learn new concepts through explorative problem solving within dedicated environments that constrain key parameters of their search and then support their progressive appropriation of empowering disciplinary forms, others are critical of the ultimate efficacy of this discovery-based…
Descriptors: Discovery Learning, Educational Research, Instructional Design, Educational Philosophy
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Primus, Dirk J.; Sonnenburg, Stephan – Creativity Research Journal, 2018
The flow experience can be an important precursor to high levels of creativity and innovation. Prior work has identified and conceptualized the key elements of the flow experience in cocreative activities as individual flow corridor, individual flow feeling, and group flow. Surprisingly, the flow experience is underrepresented in theory and…
Descriptors: Creative Thinking, Toys, Teaching Methods, Educational Games
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Costin, Yvonne; O'Brien, Michael P.; Slattery, Darina M. – International Journal of Teaching and Learning in Higher Education, 2018
Entrepreneurs need to develop a range of skills to be successful, including skills in decision making, risk management, problem solving, communication, and teamwork. Games and simulations are increasingly being used in both academia and business to encourage such skills development. This paper describes a business simulation module whereby…
Descriptors: Foreign Countries, Graduate Students, Business Administration Education, Entrepreneurship
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DeFalco, Jeanine A.; Rowe, Jonathan P.; Paquette, Luc; Georgoulas-Sherry, Vasiliki; Brawner, Keith; Mott, Bradford W.; Baker, Ryan S.; Lester, James C. – International Journal of Artificial Intelligence in Education, 2018
Tutoring systems that are sensitive to affect show considerable promise for enhancing student learning experiences. Creating successful affective responses requires considerable effort both to detect student affect and to design appropriate responses to affect. Recent work has suggested that affect detection is more effective when both physical…
Descriptors: Psychological Patterns, Stress Variables, Educational Games, Intelligent Tutoring Systems
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Won, Eun-Sok; Kim, Jeong-Ryeol – International Journal of Mobile and Blended Learning, 2018
This article suggests an efficient self-directed learning method that will help improve students' actual English ability by adopting Facebook, which is one of the most represented social networking services (SNS). The purpose of this article is to present a practical way in which to implement SNS-based, self-directed English learning by applying…
Descriptors: Social Media, Educational Technology, Technology Uses in Education, Adult Learning
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Buteau, Chantal; Muller, Eric – International Journal of Game-Based Learning, 2018
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which "players think and act like real world professionals" has been called epistemic. This article presents an empirical…
Descriptors: Computer Games, Educational Games, Probability, Educational Technology
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