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Eagle, Michael; Barnes, Tiffany – International Educational Data Mining Society, 2015
Interactive problem solving environments, such as intelligent tutoring systems and educational video games, produce large amounts of transactional data which make it a challenge for both researchers and educators to understand how students work within the environment. Researchers have modeled the student-tutor interactions using complex network…
Descriptors: Interaction, Teacher Student Relationship, Intelligent Tutoring Systems, Data
Dorneles, Sandro Oliveira; da Costa, Cristiano André; Rigo, Sandro José – International Association for Development of the Information Society, 2015
The possibility of using serious games with problem-based learning opens up huge opportunities to connect the experiences of daily life of students with learning. In this context, this article presents a model for serious and ubiquitous games development, focusing on problem based learning methodology. The model allows teachers to create games…
Descriptors: Educational Games, Problem Based Learning, Educational Technology, Relevance (Education)
Chang, Chiung-Sui; Chen, Jui-Fa; Chen, Fei-Ling – International Association for Development of the Information Society, 2015
In an educational environment, instructors would always think of ways to provide students with motivational learning materials and efficient learning strategies. Hence, many researchers have proposed that students' problem-solving ability enhances their learning. Problem-solving ability plays an important role for users in dealing with problems…
Descriptors: Foreign Countries, College Freshmen, Computer Science Education, Problem Solving
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Wartenweiler, Thomas – Journal of New Approaches in Educational Research, 2018
Fair Battles is a 12-week Swiss education for social justice program with the goal of sensitizing high school students about the impact of their consumer habits on society. The pedagogical concept of Fair Battles is to employ the tool of serious play to enhance students' social empathy, which then leads to service learning projects. This…
Descriptors: Mixed Methods Research, Social Justice, High School Students, Empathy
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Wichadee, Saovapa; Pattanapichet, Fasawang – Teaching English with Technology, 2018
The study was conducted to find out what impact a digital game had on students' learning performance and motivation. A quasi-experimental study was performed with two groups of students. The experimental group was taught using the digital game "Kahoot" whereas the control group was taught with the conventional method. Pre-tests,…
Descriptors: English (Second Language), Computer Games, Educational Games, Student Motivation
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Taysi, Esra Karakus – Journal of Education and Training Studies, 2018
The purpose of this study is to consider the Turkish learning situations of the 16 Arab-origin students learning Turkish at TÖMER subordinate to a state university in the Aegean region from the perspectives of both students and the teachers who teach them Turkish and investigate their language learning experiences from many perspectives. In order…
Descriptors: Case Studies, Arabs, Turkish, Second Language Learning
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Hanghøj, Thorkild; Lieberoth, Andreas; Misfeldt, Morten – British Journal of Educational Technology, 2018
Can the challenges encountered in cooperative video games encourage classroom inclusion? And can this experience be translated into curriculum engagement? This study describes a 3 week intervention with game-based learning activities in eight lower secondary classrooms (n = 190). The intervention combined the use of the co-op action role-playing…
Descriptors: Cooperative Learning, Secondary School Students, Role Playing, Educational Games
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Jalalian, Farzad – Advances in Language and Literary Studies, 2018
The inability of English language learners to recall English concepts is a major challenge faced by teachers. This paper aims to determine the effectiveness of video educational games with a linguistic approach in English language education of the 2nd grade high school students. This is an applied and quasi-experimental study conducted in 2016.…
Descriptors: Video Games, Educational Games, Sampling, Control Groups
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Kijpoonphol, Wachiraporn; Phumchanin, Wichian – TESOL International Journal, 2018
In English teaching classes, teachers use some teaching methods that may have positive or negative impacts on students' learning attitudes. The purposes of this study were 1) to compare the differences between a traditional and gamified teaching methods in terms of understanding and remembering phrasal verbs and 2) to investigate students'…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Language Tests
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Joseph, Siny; Oh, Jung; Ackerman, Patricia – Journal of Continuing Higher Education, 2018
Faculty members often collaborate on research and service projects, but teaching remains a relatively solitary activity (Gizir & Simsek, 2005 ; Ramsden, 1998 ). While students attend classes taught by various faculty members, faculty members remain largely unaware of the innovative and pedagogical improvements in teaching made by their…
Descriptors: Communities of Practice, Teacher Collaboration, Undergraduate Study, College Faculty
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Queirós, Ricardo, Ed. – IGI Global, 2018
In the digital age, online courses have progressed as popular modes of learning that provide interactive and collaborative learning in educational settings. The open education movement is enabled by the internet and combines the sharing of ideas, resources, and practices among all people in order to advance ideas and knowledge to a new generation…
Descriptors: Large Group Instruction, Online Courses, Educational Technology, Technology Uses in Education
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Suciati, Alfi; Adian, Tabita – Online Submission, 2018
This research aims to examine the eligibility of and responses from expert media, expert material, practitioners and students' on the 'Fun and Educative' biology module. The module was developed in a fun and educative way presenting various educative games. The research development model is using ADDIE model that consists of five phases: Analysis,…
Descriptors: Biology, Science Instruction, Educational Games, Models
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Verpoorten, Dominique; Castaigne, Jean-Loup; Westera, Wim; Specht, Marcus – Education and Information Technologies, 2014
This paper describes how a short, repeated and structured opportunity to reflect was integrated in the storyline of a serious game in order to stimulate the development of a meta-cognitive skill: the ability to self-assess the degree of confidence in own answers. An empirical validation of the approach, conducted with 28 secondary school pupils,…
Descriptors: Physics, Science Education, Cognitive Ability, Secondary School Students
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van Rosmalen, Peter; Westera, Wim – Interactive Learning Environments, 2014
Despite the continuous and abundant growth of the game market the uptake of games in education has been hampered by the general impression that games require complex technologies and that games are difficult to organise and to embed in education curriculums. This article explores to what extent a simple serious game scenario that can be easily…
Descriptors: Web 2.0 Technologies, Educational Games, Teacher Empowerment, Barriers
Bond, Justin Lee – ProQuest LLC, 2014
Wicked educational information systems (IS) address problems with unstable educational requirements, in educational environments that are ill-defined, where complex interactions among subcomponents of the problem and its solution exist. In this dissertation, a design science research methodology (DSRM) was used to evaluate projects that developed,…
Descriptors: Design, Research Methodology, Engineering Education, Females
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