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Dewi, Ratna Sari; Kultsum, Ummi; Armadi, Ari – English Language Teaching, 2017
The aims of the study are to know whether communicative games have an impact on teaching speaking skill and describe how communicative games give an influence on speaking skills of students at junior high schools in Jakarta, Indonesia. Classroom Action Research (CAR) was implemented based on Kurt. L model. The procedures used were planning,…
Descriptors: Communication Skills, Speech Skills, Educational Games, Junior High School Students
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Olejniczak, Karol – American Journal of Evaluation, 2017
Knowledge brokering is a promising practice for addressing the challenge of using research evidence, including evaluation findings, in policy implementation. For public policy practitioners, it means playing the role of an intermediary who steers the flow of knowledge between producers (researchers) and users (decision makers). It requires a set…
Descriptors: Evaluation Utilization, Program Improvement, Program Implementation, Public Policy
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Mavridis, Apostolos; Katmada, Aikaterini; Tsiatsos, Thrasyvoulos – Educational Technology Research and Development, 2017
This study examined the effects of using an online flexible educational game on students' attitude towards mathematics as compared to the traditional method of solving mathematical problems. Moreover, the study assessed the learning effectiveness of the game and investigated potential gender differences in the game's effectiveness on changing…
Descriptors: Educational Games, Educational Technology, Student Attitudes, Mathematics Instruction
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Kamnardsiri, Teerawat; Hongsit, Ler-on; Khuwuthyakorn, Pattaraporn; Wongta, Noppon – Electronic Journal of e-Learning, 2017
This paper investigated students' achievement for learning American Sign Language (ASL), using two different methods. There were two groups of samples. The first experimental group (Group A) was the game-based learning for ASL, using Kinect. The second control learning group (Group B) was the traditional face-to-face learning method, generally…
Descriptors: American Sign Language, Second Language Learning, Experimental Groups, Control Groups
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Stansbury, Jessica A. – Teaching of Psychology, 2017
An interactive learning module was developed and implemented in a social psychology course to teach concepts of the "self" via self-exploration and game play using "The SIMS[superscript 3]." Students volunteered to play the computer video game throughout a 5-week summer session as a supplement to reading the chapter in the…
Descriptors: Social Psychology, Virtual Classrooms, Educational Games, Video Games
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Easterday, Matthew W.; Aleven, Vincent; Scheines, Richard; Carver, Sharon M. – Journal of the Learning Sciences, 2017
How might we balance assistance and penalties to intelligent tutors and educational games that increase learning and interest? We created two versions of an educational game for learning policy argumentation called Policy World. The game (only) version provided minimal feedback and penalized students for errors whereas the game+tutor version…
Descriptors: Educational Games, Intelligent Tutoring Systems, Policy, Persuasive Discourse
Wong, Lung-Hsiang; Looi, Chee-Kit; Boticki, Ivica – Research and Practice in Technology Enhanced Learning, 2017
Appropriate design of collaborative learning activities for students using mobile devices can be supported by different forms of scaffolding provided by peers, by the teacher or by the technology. Building on prior studies in mCSCL (mobile computer-supported collaborative learning), we developed Chinese-PP, a novel in-class mobile synchronous…
Descriptors: Scaffolding (Teaching Technique), Chinese, Teaching Methods, Educational Technology
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McCarthy, Kathryn S.; Jacovina, Matthew E.; Snow, Erica L.; Guerrero, Tricia A.; McNamara, Danielle S. – Grantee Submission, 2017
iSTART is an intelligent tutoring system designed to provide self-explanation instruction and practice to improve students' comprehension of complex, challenging text. This study examined the effects of extended game-based practice within the system as well as the effects of two metacognitive supports implemented within this practice. High school…
Descriptors: Reading Comprehension, Reading Instruction, Intelligent Tutoring Systems, Reading Strategies
Baroody, Arthur J. – Grantee Submission, 2017
Addressed are four key issues regarding concrete instruction: What is concrete? What is a worthwhile concrete experience? How can concrete experiences be used effectively in early childhood mathematics instruction? Is there evidence such experiences work? I argue that concrete experiences are those that build on what is familiar to a child and can…
Descriptors: Mathematics Instruction, Teaching Methods, Mathematics Skills, Knowledge Level
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Degner, Kate – Mathematics Teaching in the Middle School, 2015
In the author's experience with this activity, students struggle with the idea of representativeness in probability. Therefore, this student misconception is part of the classroom discussion about the activities in this lesson. Representativeness is related to the (incorrect) idea that outcomes that seem more random are more likely to happen. This…
Descriptors: Mathematics Education, Mathematics Activities, Probability, Educational Games
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Harvey, Stephen; Light, Richard L. – Asia-Pacific Journal of Health, Sport and Physical Education, 2015
Despite the development of a wide body of literature suggesting the efficacy of game-based approaches (GBAs) to teaching and learning, GBAs have not yet been widely adopted by practitioners. A range of challenges face teachers and coaches taking up a GBA with two areas being of particular concern, which are: (1) the teacher's ability to design…
Descriptors: Educational Games, Instructional Effectiveness, Program Implementation, Instructional Design
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Méndez, Laura; del Moral, M. Esther – Electronic Journal of Research in Educational Psychology, 2015
Video games are starting to be considered for uses other than mere entertainment or recreation--as vehicles that promote implicit learning, given their attractive formula for training different types of cognitive skills (observation, memory, problem solving, etc.); as catalysts for learning processes; and even as learning contexts in themselves.…
Descriptors: Video Games, Educational Innovation, Educational Games, Teaching Methods
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Delgadillo, Lucy M.; Bushman, Brittani S. – Journal of Extension, 2015
Use of the Money Habitudes exercise has gained popularity among various financial professionals. This article reports on the reliability of this resource. A survey administered to young adults at a western state university was conducted, and each Habitude or "domain" was analyzed using Cronbach's alpha procedures. Results showed all six…
Descriptors: Money Management, Surveys, Young Adults, Extension Education
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Lin, Chun-Hsu; Chiu, Chiung-Hui; Hsu, Chih-Chao; Wang, Tzone-I – Asia-Pacific Education Researcher, 2015
This study investigated the influence of requiring elementary students to participate in a detective role-playing game, within which students had to be for or against a controversial issue. Three intact sixth grade classes (N = 94) participated in this study. One class of students was asked to search for supporting evidence for one side of an…
Descriptors: Elementary School Students, Role Playing, Teaching Methods, Persuasive Discourse
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Hsu, Chung-Yuan; Liang, Jyh-Chong; Su, Yi-Ching – Asia-Pacific Education Researcher, 2015
Previous studies have suggested that understanding the relationships and developmental paths among TPACK constructs plays a crucial role in teachers' TPACK development process. Researchers (Chai et al.," Edu Technol Soc" 13(4):63-73, 2010) have found that technological knowledge, pedagogical knowledge, and content knowledge are all…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Teacher Competencies, Preschool Teachers
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