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Whittaker, Chanel F.; Tom, Sarah E.; Bivens, Angel; Klein-Schwartz, Wendy – American Journal of Health Education, 2017
Background: Older adults with low health literacy are at increased risk of nonadherence, accidental drug exposure, and adverse events. Purpose: This study evaluated older adults' knowledge and awareness of medication safety and poison prevention resources using an interactive educational game compared to a less intensive intervention involving…
Descriptors: Older Adults, Health Education, Intervention, Adult Education
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Hatherly, Amanda – Community College Journal of Research and Practice, 2017
Teaching building science to community college students can be challenging given both the macro (houses change subject to varying seasons) and the micro (heat transfer, moisture movement) level of the topics taught. Simulations and games can provide a way of learning material that can otherwise be difficult for students to understand. In this…
Descriptors: Community Colleges, Two Year College Students, Building Design, Buildings
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Yang, Kai-Hsiang – Interactive Learning Environments, 2017
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
Descriptors: Educational Games, Electronic Learning, Mastery Learning, Learning Theories
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Machajewski, Szymon – Online Submission, 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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Tucker, Stephen I.; Johnson, Teri Nicole – AERA Online Paper Repository, 2017
Interactions with technology have become a focus of education research, revealing specific constructs relevant to these interactions. Attributes of users and tools contribute to physically embodied interactions with technology and both users and tools modify attributes throughout these interactions. This study examines patterns of user-tool…
Descriptors: Mathematics Instruction, Handheld Devices, Telecommunications, Computer Oriented Programs
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Berkeley, Sheri; Menditto, Anna; Luh, Amanda; Yin, Robert K. – AERA Online Paper Repository, 2017
Project-based learning activities commonly occur as part of science classroom instruction. However, while there is a large body of research about self-regulation of discreet tasks, there is limited research about how students sustain self-regulated learning during complex, long-term learning tasks. A multiple case study design with quantitative…
Descriptors: Self Management, Middle School Students, Students with Disabilities, Learning Disabilities
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Alexandra Hennessey – Education Endowment Foundation, 2017
The Good Behaviour Game (GBG) is one of the most popular behaviour management systems for primary-aged children. It has an extensive evidence base supporting its use. The GBG itself can be described as an "interdependent group-oriented contingency management procedure." A major efficacy trial of the GBG in England was conducted that…
Descriptors: Student Behavior, Classroom Techniques, Educational Games, Elementary School Students
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Šimic, G.; Jevremovic, A.; Kostic, Z.; Ðordevic, D. – Journal of Computer Assisted Learning, 2015
The case study presented in this paper describes the pedagogical aspects and collected experience in using e-learning tool named IPA-PBL. Improving assessments in the preparation for AMET's (Air Medical Evacuation and Transport) complex task of transfer of injured or sick patients from the place of accident to the hospital or between hospitals…
Descriptors: Case Studies, Teaching Methods, Educational Games, Simulation
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van Dijk, Tom; Spil, Ton; van der Burg, Sanne; Wenzler, Ivo; Dalmolen, Simon – International Journal of Game-Based Learning, 2015
Serious gaming is one of the newest developments in the world of learning and is gaining increasing attention within the business environment. Although many practitioners claim that serious gaming has more impact on demonstrated behaviour of trainees when compared to common presentations, little evidence exists. In this paper, the authors present…
Descriptors: Educational Games, Video Games, Teaching Methods, Behavior
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Arora, A.; Arora, A. Saxena – Decision Sciences Journal of Innovative Education, 2015
This article provides educators in business schools with a new interdisciplinary experiential lab game called Supply Chain-Marketing (SC-Mark) Shark Tank game, which can be implemented in both Supply Chain Management (SCM) and Marketing courses. The SC-Mark experiential lab game is a real-life business environment simulation that explores…
Descriptors: Business Administration Education, Experiential Learning, Educational Games, Interdisciplinary Approach
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Van Nuland, Sonya E.; Roach, Victoria A.; Wilson, Timothy D.; Belliveau, Daniel J. – Anatomical Sciences Education, 2015
Competition is a key element in many educational games and is often adopted by educators in an effort to motivate and excite their students. Yet, the use of academic competition in educational institutions remains the subject of much debate. Opponents argue that academic competition causes an increase in student anxiety and divides their…
Descriptors: Anatomy, Medical Education, Competition, Undergraduate Students
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Betts, Paul – Teaching Children Mathematics, 2015
Counting all and counting on are distinct counting strategies that can be used to compute such quantities as the total number of objects in two sets (Wright, Martland, and Stafford 2010). Given five objects and three more objects, for example, children who use counting all to determine quantity will count both collections; that is, they count…
Descriptors: Computation, Mathematics Skills, Mathematics Instruction, Arithmetic
Elkins, Aaron J. – Knowledge Quest, 2015
This author encourages librarians to play some video games to get ready for the upcoming school year. Games aren't just for young males--they have tremendous potential to enhance 21st-century literacies, including critical-thinking and problem-solving skills. Playing games will not only help librarians see how these skills can be developed, but…
Descriptors: School Libraries, Educational Games, Video Games, Play
Tarpley, Carol Taylor – ProQuest LLC, 2015
Mathematics scores on national and international tests for students in the United States have indicated that students in the United States have procedural understanding of mathematics but lack conceptual understanding (TIMMS, 2012; U.S. Department of Education, 2013). Therefore, the purpose of this study was to determine if an added enrichment of…
Descriptors: Mathematics Instruction, Grade 4, Vocabulary Development, Instructional Effectiveness
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Huang, Wenyeh; Ho, Jonathan C. – Interactive Learning Environments, 2018
Considering a company's limited time and resources, an effective training method that improves employees' ability to make ethical decision is needed. Based on social cognitive theory, this study proposes that employing games in an ethics training program can help improve moral reasoning through actively engaging learners. The experimental design…
Descriptors: College Students, Moral Values, Thinking Skills, Learning Strategies
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