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Pialarissi, Elisiê; De Oliveira Prado, Danielle Gonçalves; Da Silva, Gustavo Avelino; De Godoi, Milena Maria – International Society for Technology, Education, and Science, 2022
As imperceptible as it is, mathematics is fundamental and is present on several occasions in our daily lives, but among 65 countries Brazil still ranks 53rd in education. The lack of investment in primary education has affected students learning since the early years. From this perspective, this paper proposed to verify teaching/learning in…
Descriptors: Foreign Countries, Mathematics Instruction, Teaching Methods, Learning Processes
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Chicharro, Deborah; García-Manzanares, María; Gomez, Olga; Juárez, Miriam; Llamazares-Martín, Clara; Soriano, Enrique; Terrado, Jose – Advances in Physiology Education, 2022
Gamification is a dynamic tool for educational transformation useful to encourage student interest and enhance learning. Here we present a study conducted to investigate the effectiveness of an educational card game developed by us in veterinary anatomy practicals to reinforce knowledge acquisition in veterinary students. A total of four sets of…
Descriptors: Veterinary Medical Education, Anatomy, Gamification, Educational Games
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Trendowski, Thomas – Journal of Physical Education, Recreation & Dance, 2022
Escape rooms are an increasingly popular activity that many people engage in recreationally. This modality adapted for education purposes consists of a series of content driven puzzles and challenges that lead students to transverse their way out of a room. The purpose of this article is to: (a) align escape rooms with educational theory (b)…
Descriptors: Health Education, Educational Games, Puzzles, Experiential Learning
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Bonne, Linda; Higgins, Joanna – Cultural Studies of Science Education, 2022
The inclusion of games in mathematics programmes is widely believed to foster the enjoyment of mathematics. The focus of this paper is on fluctuations in emotional climate during the playing of whole-class mathematics games. A multimethod approach drawing on the sociology of emotions was employed to explore changes in the classroom emotional…
Descriptors: Educational Games, Mathematics, Emotional Response, Class Activities
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Daoudi, Ibtissem – Education and Information Technologies, 2022
In recent years, the interest in the use of serious games as teaching and learning tools in traditional educational processes has increased significantly. Serious Educational Games (SEG) and Learning Analytics (LA) are gaining increasing attention from teachers and researchers, since they both can improve the learning quality. In this article, we…
Descriptors: Learning Analytics, Usability, Educational Games, Educational Benefits
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Liu, Zhichun; Jeong, Allan C. – Educational Technology Research and Development, 2022
Prior studies on game-based learning provide limited and mixed results in the transfer of skills learned during game play to contexts outside of the game. This study tested the effects of playing a blocked-based programming educational game implemented with in-game cognitive supports on students' ability to learn and apply computational thinking…
Descriptors: Thinking Skills, Computation, Game Based Learning, Educational Games
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Adame, Elissa Arterburn; Posteher, Karlee A.; Hansom, Alaina M.; Wilson, Scott N.; Cecena, Francisco J. E.; Thompson, William M.; Ralston, Ryan L.; Thomas, David M. – International Journal of Game-Based Learning, 2022
This study applies implicit person theory (IPT) to serious gaming. IPT scholars argue that individuals hold one of two views regarding perceptions of ability: growth mindset (abilities are malleable) or fixed mindset (abilities are unchanging). Extant literature demonstrates the many educational benefits afforded to learners who hold a growth…
Descriptors: Educational Games, Intervention, Ability, Attitude Change
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W. Blake Ford; Keith C. Radley; Daniel H. Tingstrom; Evan H. Dart; Brad Dufrene – School Psychology Review, 2025
Effective classroom management skills are critical in supporting students' academic, social, and behavior development in schools. However, teachers often report support with classroom management as their greatest need. Given this concern, effective and efficient strategies are needed for teachers and school staff dealing with class-wide behavioral…
Descriptors: Educational Games, Secondary School Teachers, Secondary School Students, Grade 7
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Jen Aggleton; Emily Mannard; Mona Humaid Aljanahi; Christian Ehret – Literacy, 2025
Research strongly supports the use of narrative videogames in the literacy/English classroom. However, for many teachers, incorporating videogames into their teaching practice is highly challenging. This article offers new insights into the potential of videogames as a pedagogical tool for literacy/English by exploring the barriers that teachers…
Descriptors: Teacher Attitudes, Technology Uses in Education, Video Games, Teaching Methods
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Andrej Jerman Blažic; Borka Jerman Blažic – Education and Information Technologies, 2025
This paper presents a new developed methodology for teaching and learning subjects that although are very important in the modern digital society are neglected in high school education programs: cybersecurity and cyber safety. A Study among the EU high schools in 2021-2022 revealed that computer science teachers are not regularly upgrading their…
Descriptors: Computer Security, Technology Education, Computer Science Education, Electronic Learning
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Kshitij Sharma; Serena Lee-Cultura; Sofia Papavlasopoulou; Michail Giannakos – Journal of Computer Assisted Learning, 2025
Background: Effort measurement is essential for adaptation to interactive learning technologies. Most contemporary technologies measure effort through the log data (reaction time and correctness). Some adaptive technologies use facial expressions and attention to adapt. Objectives: We present a novel, complementary, and multimodal definition of…
Descriptors: Academic Persistence, Educational Technology, Technology Uses in Education, Assistive Technology
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Ryan Hare; Sarah Ferguson; Ying Tang – British Journal of Educational Technology, 2025
With increasing interest in computer-assisted education, AI-integrated systems become highly applicable with their ability to adapt based on user interactions. In this context, this paper focuses on understanding and analysing first-year undergraduate student responses to an intelligent educational system that applies multi-agent reinforcement…
Descriptors: Student Experience, Educational Games, Design, Learning Experience
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Subhashree Mohapatra; Rahul Mohandas – Health Education, 2025
Purpose: Since youngsters are being extensively engaged with digital devices these days, integrating digital technologies into food and nutrition education programs, stands out as a viable method. The current systematic review aimed to assess the available literature on the effectiveness of digital edutainment games on nutrition behavior of…
Descriptors: Game Based Learning, Nutrition Instruction, Health Behavior, Eating Habits
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Sylviane Valdois; Ahmed Zaher; Svetlana Meyer; Julien Diard; Sonia Mandin; Marie Line Bosse – Reading Research Quarterly, 2025
Longitudinal studies on mainstream children and training studies in the dyslexic population suggest that visual attention span (VAS) abilities contribute to reading acquisition. We evaluated to what extent VAS training in beginning readers might enhance later literacy skills. A large cohort of 453 children was followed from the beginning to the…
Descriptors: Attention Span, Visual Aids, Game Based Learning, Intervention
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Chunsong Jiang; Xuan Chen; Aiping Yu; Guiqin Liang – Education and Information Technologies, 2025
Assignments and tests are the main forms of evaluation in the educational process, students usually lose interest in boring exercises during course learning. In spired of elements from human-computer battle game, a course test system is designed to encourage students to take tests more frequently and actively to achieve better learning effect,…
Descriptors: Computer Games, Educational Games, Game Based Learning, Competition
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