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Anyanwu, Emeka G. – Anatomical Sciences Education, 2014
Certain negative factors such as fear, loss of concentration and interest in the course, lack of confidence, and undue stress have been associated with the study of anatomy. These are factors most often provoked by the unusually large curriculum, nature of the course, and the psychosocial impact of dissection. As a palliative measure, Anatomy…
Descriptors: Educational Games, Anatomy, Cooperative Learning, Medical Students
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Karriker, Joy H.; Aaron, Joshua R. – Journal of Management Education, 2014
Simulations like the BSG and Glo-Bus allow students the opportunity to practice their integrated, strategic management skills in a relatively risk-free environment or "live case." We review these games and address their strengths, along with the challenges associated with their classroom application. Because of their sound designs and…
Descriptors: College Students, Business Administration Education, Computer Simulation, Educational Games
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Bos, Beth; Wilder, Lucy; Cook, Marcelina; O'Donnell, Ryan – Teaching Children Mathematics, 2014
The Common Core State Standards can be taught with Minecraft, an interactive creative Lego®-like game. Integrating Science, Technology, Engineering, and Mathematics (iSTEM) authors share ideas and activities that stimulate student interest in the integrated fields of science, technology, engineering, and mathematics (STEM) in K-grade 6 classrooms.
Descriptors: Educational Games, Student Interests, Elementary School Mathematics, Simulated Environment
Cao, Yan – ProQuest LLC, 2014
Knowledge elicitation from human beings is important for many fields, such as decision support systems, risk communication, and customer preference studying. Traditional approaches include observations, questionnaires, structured and semi-structured interviews, and group discussions. Many publications have been studying different techniques for a…
Descriptors: Educational Games, Knowledge Representation, Concept Formation, Concept Mapping
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Florian Schimanke; Robert Mertens; Oliver Vornberger – Interactive Technology and Smart Education, 2014
Purpose: The purposes of this paper are to implement a spaced repetition algorithm into a learning game, analyze the pros and cons of this implementation and make different considerations about designing the game to make the algorithm work in an optimal way. While games offer a promising way of engaging and motivating learners to deal with a…
Descriptors: Repetition, Educational Games, Video Games, Handheld Devices
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Blummer, Barbara; Kenton, Jeffrey M. – Public Services Quarterly, 2019
Outreach programs remain essential in fostering the use of library collections and services. A review of one hundred seventy-four papers on academic library outreach from 2008 to January 2019 highlighted the popularity of these programs during this period as well as the identification of five themes. These themes point to the importance of library…
Descriptors: Academic Libraries, Outreach Programs, Library Services, Use Studies
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Schneider, Elke; Ming, Kavin – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2019
As students move through the grades, content area learning becomes increasingly significant for reading, writing, and speaking tasks. One research-evidenced approach to actively engaging adolescent learners in acquiring, remembering, and using academic vocabulary in reading, writing and speaking tasks across disciplines is multisensory structured…
Descriptors: Morphology (Languages), Learning Strategies, Academic Language, Metacognition
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Sengupta, Pratim, Ed.; Shanahan, Marie-Claire, Ed.; Kim, Beaumie, Ed. – Advances in STEM Education, 2019
Over the past decade, integrated STEM education research has emerged as an international concern, creating around it an imperative for technological and disciplinary innovation and a global resurgence of interest in teaching and learning to code at the K-16 levels. At the same time, issues of democratization, equity, power and access, including…
Descriptors: STEM Education, Interdisciplinary Approach, Teaching Methods, Epistemology
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Al-Tarawneh, Mohammad Hasan – Journal of Education and Practice, 2016
This study aimed at investigating the effectiveness of educational games on scientific concepts acquisition by the first grade students. The sample of the study consisted of (53) male and female students distributed into two groups: experimental group (n = 26) which taught by educational games, and control group (n = 27) which taught by…
Descriptors: Scientific Concepts, Educational Games, Grade 1, Experimental Groups
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Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami – Interactive Technology and Smart Education, 2016
Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…
Descriptors: Simulated Environment, Educational Games, Emergency Programs, Computer Simulation
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Harvey, Stephen; Smith, Megan L.; Song, Yang; Robertson, David; Brown, Renee; Smith, Lindsey R. – Journal of Teaching in Physical Education, 2016
The Tactical Games Model (TGM) prefaces the cognitive components of physical education (PE), which has implications for physical activity (PA) accumulation. PA recommendations suggest students reach 50% moderate-vigorous physical activity (MVPA). However, this criterion does not indicate the contribution from vigorous physical activity (VPA).…
Descriptors: Physical Education, Teaching Methods, Educational Games, Physical Activities
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Mariani, Ilaria; Gandolfi, Enrico – International Journal of Game-Based Learning, 2016
This study shows the results gathered from 141 subjects playing the persuasive urban game "A Hostile World" via a post-game-experience quantitative questionnaire. The aim is to problematize and deepen the role of negative emotions (e.g., frustration, rage)--explicitly fostered by "A Hostile World" to increase empathy toward…
Descriptors: Case Studies, Social Change, Questionnaires, Affective Behavior
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Zarzycka-Piskorz, Ewa – Teaching English with Technology, 2016
Gamification is not a very new concept. It is the use of game elements and game design techniques in a non-game context. It is used in various contexts for various purposes. There is strong evidence that shows the relationship between game playing and increased motivation. More and more learning games emerge and bring a promise to help to learn a…
Descriptors: Educational Games, Student Motivation, Grammar, Teaching Methods
Lynch, Bob Ellsworth – ProQuest LLC, 2016
Games contribute to the whole-person, academic, and career development of college-aged individuals (Alderman, 2015). However, many higher-education institutions do not sponsor gaming as a collegiate extracurricular activity, thereby possibly eliminating the opportunity of an all-inclusive environment (Alderman, 2015). To elucidate the problem,…
Descriptors: College Students, Educational Games, Academic Achievement, Career Development
Barbosa Gomez, Luisa Fernanda; Bohorquez Sotelo, Maria Cristina; Roja Higuera, Naydu Shirley; Rodriguez Mendoza, Brigitte Julieth – International Association for Development of the Information Society, 2016
Learning resources are part of the educational process of students. However, how video games act as learning resources in a population that has not selected the virtual formation as their main methodology? The aim of this study was to identify the influence of a video game in the learning process of brain evolution. For this purpose, the opinions…
Descriptors: Foreign Countries, College Students, Video Games, Educational Games
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