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de Oliveira, Mayara Lustosa; Galembeck, Eduardo – Journal of Biological Education, 2016
Cell biology apps were surveyed in order to identify whether there are new approaches for modelling cells allowed by the new technologies implemented in tablets and smartphones. A total of 97 apps were identified in 3 stores surveyed (Apple, Google Play and Amazon), they are presented as: education 48.4%, games 26.8% and medicine 15.4%. The apps…
Descriptors: Cytology, Biology, Science Instruction, Telecommunications
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Vysotskaya, Anna; Kolvakh, Oleg; Stoner, Greg – Accounting Education, 2016
The aim of this paper is to describe the innovative teaching approach used in the Southern Federal University, Russia, to teach accounting via a form of matrix mathematics. It thereby contributes to disseminating the technique of teaching to solve accounting cases using mutual calculations to a worldwide audience. The approach taken in this course…
Descriptors: Computation, Teaching Methods, Mathematics, Matrices
Agozie, Jayme Gonzales – ProQuest LLC, 2016
The purpose of this quantitative study was to examine the ability of standardized test scores to predict the performance of students in first-year mathematics courses, and the extent to which these tests displayed differential validity among various subgroups. Using discriminant analysis, it was established that the following percentages of…
Descriptors: College Entrance Examinations, Standardized Tests, Numbers, Hispanic American Students
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Chun, Dorothy M. – Educational Technology & Society, 2019
Based on my role as Editor in Chief of the journal Language Learning & Technology since 2000 and on my experiences as a technology-enhanced language learning (TELL) researcher, developer and teacher, I will provide an overview of recent cutting-edge research on the uses of technologies for second language teaching and learning. I suggest that…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Educational Technology
Bolstad, Rachel; McDowall, Sue – New Zealand Council for Educational Research, 2019
This report discusses the potential of games to support learning, and what innovative game-based (or "gameful") learning and teaching practices can look like in a range of New Zealand school settings. Over 2 years, we undertook fieldwork in 14 schools, interviewed 21 teachers and more than 100 students ranging from Year 3 to Year 13. We…
Descriptors: Foreign Countries, Game Based Learning, Educational Innovation, Educational Practices
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Groves, Emily A.; Austin, Jennifer L. – Journal of Applied Behavior Analysis, 2019
The Good Behavior Game (GBG) is a classroom management system that employs an interdependent group contingency, whereby students work as a team to win the game. Although previous anecdotal data have suggested that this arrangement may promote prosocial behavior, teachers may have concerns about its fairness and potential to evoke negative peer…
Descriptors: Educational Games, Student Behavior, Peer Influence, Classroom Techniques
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de Freitas, Sara – International Journal of Game-Based Learning, 2013
This position paper introduces the idea of a "new learning" which brings together elements of play and game-based learning approaches into education. The paper argues for a better understanding of the division between structured and unstructured play time in how one designs and delivers learning at all levels from primary to tertiary.…
Descriptors: Play, Educational Games, Educational Practices, Educational Strategies
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Yang, Jie Chi; Lin, Yi Lung; Liu, Yi-Chun – Environmental Education Research, 2017
Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners' reactions to digital games for…
Descriptors: Educational Games, Teaching Methods, Video Games, Technology Uses in Education
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Mitchell, Alanah; Petter, Stacie; Harris, Albert L. – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: This paper provides a review of previously published work related to active learning in information systems (IS) courses. Background: There are a rising number of strategies in higher education that offer promise in regards to getting students' attention and helping them learn, such as flipped classrooms and offering courses online.…
Descriptors: Active Learning, Information Systems, Learning Activities, Success
Gerber, Hannah R.; Gaitan, Luis – Educational Technology, 2017
This article explores the design processes in creating a pro-social mobile game, "Litter Leader." Following the Egyptian Revolution, "Litter Leader," a game designed for Android devices, was created to foster community change among Egyptian youth. By tracing the meaning-making that occurred with 20 Egyptian youth who playtested…
Descriptors: Foreign Countries, Activism, Social Development, Games
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Machajewski, Szymon – International Journal of Educational Technology, 2017
Using technology in teaching and learning finds a wide adoption in recent years. 63.3% of chief academic leaders surveyed by the Babson Survey Research Group confirm that online education is critical to their long-term strategy. Modern engagement pedagogies, such as digital gamification, hold a promise of shaping student experience. While course…
Descriptors: Higher Education, Educational Technology, Technology Uses in Education, Educational Games
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Ryder, Robert; Machajewski, Szymon – International Journal of Educational Technology, 2017
This qualitative case study reports the adoption of gamification in a college level foreign language courses. An exploratory approach allows the authors to describe how gamification was applied and what results were documented. A custom mobile app was adopted to increase engagement and interest of students in the specific field of study. External…
Descriptors: Qualitative Research, Case Studies, Educational Games, Teaching Methods
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Dunbar, Norah E.; Jensen, Matthew L.; Miller, Claude H.; Bessarabova, Elena; Lee, Yu-Hao; Wilson, Scott N.; Elizondo, Javier; Adame, Bradley J.; Valacich, Joseph; Straub, Sara; Burgoon, Judee K.; Lane, Brianna; Piercy, Cameron W.; Wilson, David; King, Shawn; Vincent, Cindy; Schuetzler, Ryan M. – International Journal of Game-Based Learning, 2017
One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about…
Descriptors: Feedback (Response), Video Games, Educational Technology, Technology Uses in Education
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Edmonds, Roger; Smith, Simon – Australasian Journal of Educational Technology, 2017
This paper presents research into the benefits and implementation strategies of integrating location-based mobile learning games in higher education courses to enhance educational experiences. Two approaches were studied: learning by playing, and learning by designing. In the first, games were developed for undergraduate courses in four discipline…
Descriptors: Telecommunications, Educational Technology, Technology Uses in Education, Higher Education
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Marvel, Michele D. – Journal of Educational Technology Systems, 2017
Understanding the factors that affect participation in online games will help educational game designers develop games that maximize participation. This study investigated whether introversion or extroversion, player motivation, and gender affected participation in online games. Participants (n = 400) completed a 50-item questionnaire about…
Descriptors: Educational Games, Video Games, Computer Games, Educational Technology
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