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Hafidah, Agustina Sri – Journal of Education and Practice, 2016
This research is begun by finding some information that some Primary schools' students, especially in the remote areas have difficulty in identifying tenses, even the simple models. From the students' scores in the pretest, it can be known that most of them were in the very poor category. The condition showed that most of the students did not…
Descriptors: Teaching Methods, Elementary School Students, English (Second Language), Second Language Instruction
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Valeeva, Roza A.; Kalimullin, Aydar M. – International Journal of Environmental and Science Education, 2016
The aim of the research was to identify and test experimentally the impact of parent-child relationship on the formation of the primary school children non-violence position. During the research the effectiveness of the correctional and development program "Together with my mom" was verified to promote parent-child interaction, as well…
Descriptors: Foreign Countries, Parent Child Relationship, Primary Education, Prosocial Behavior
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Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald – Electronic Journal of e-Learning, 2016
In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…
Descriptors: Foreign Countries, Undergraduate Students, Educational Games, Sustainability
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Murphy, Colette; Mullaghy, Mary; D'Arcy, Alice – School Science Review, 2016
Research globally has shown that many children lose interest in science towards the end of primary school and throughout the post-primary phase. This article explores children's experience and views in Irish schools that have adopted innovative practices that aim to empower, excite and inspire children in science. One of these focuses on explicit…
Descriptors: Scientists, Learning Processes, Teaching Methods, Instructional Innovation
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Treen, Emily; Atanasova, Christina; Pitt, Leyland; Johnson, Michael – Journal of Marketing Education, 2016
Marketing instructors using simulation games as a way of inducing some realism into a marketing course are faced with many dilemmas. Two important quandaries are the optimal size of groups and how much of the students' time should ideally be devoted to the game. Using evidence from a very large sample of teams playing a simulation game, the study…
Descriptors: Marketing, Business Administration Education, Educational Games, Computer Simulation
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Weber, Nicole L.; Barth, Dylan J. – Journal of Faculty Development, 2016
Members of the UWM CETL online and blended faculty development team share innovative technological and pedagogical strategies that they currently utilize to motivate and assist instructors in developing courses for the online or blended environments, and they discuss the lessons learned from incorporating active learning, open content, bring your…
Descriptors: Technology Integration, Teacher Motivation, Faculty Development, Online Courses
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Tang, Kai-Yu; Tsai, Chin-Chung – Journal of Science Education and Technology, 2016
The main purpose of this paper is to investigate the intellectual structure of the research on educational technology in science education (ETiSE) within the most recent years (2008-2013). Based on the criteria for educational technology research and the citation threshold for educational co-citation analysis, a total of 137 relevant ETiSE papers…
Descriptors: Educational Technology, Technology Integration, Teaching Methods, Science Education
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Aivelo, Tuomas; Uitto, Anna – LUMAT: International Journal on Math, Science and Technology Education, 2016
Games have been used for a long time in teaching and learning. The increasing use of mobile phones makes it possible to link learning outside the classroom with augmented reality (AR). We tested how well the learning of conceptual models can be facilitated by AR games. We present a game designed for the in-service teacher-training workshop to…
Descriptors: Biology, Evolution, Computer Games, Educational Games
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Risley, Rachael; Hodkowski, Nicola M.; Tzur, Ron – North American Chapter of the International Group for the Psychology of Mathematics Education, 2016
In this case study with Devin (pseudonym), which was part of a larger, constructivist teaching experiment with students identified as having learning difficulties in mathematics, we examine how a fourth grader constructed a dual anticipation involved in monitoring when to start and when to stop the simultaneous count of composite units (numbers…
Descriptors: Case Studies, Constructivism (Learning), Teaching Methods, Grade 4
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Miguel Baptista Nunes Ed.; Pedro Isaias Ed. – International Association for Development of the Information Society, 2022
These proceedings contain the papers of the 16th International Conference on e-Learning (EL 2022), which was organised by the International Association for Development of the Information Society, 19-21 July, 2022. This conference is part of the 16th Multi Conference on Computer Science and Information Systems 2022, 19-22 July, which had a total of…
Descriptors: Electronic Learning, Online Courses, Educational Technology, COVID-19
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Eligio, Ulises Xolocotzin; Ainsworth, Shaaron E.; Crook, Charles K. – Technology, Instruction, Cognition and Learning, 2014
This study explores what the microgenetic method can tell us about the way emotions change during computer-supported collaboration. It is applied to analyse fluctuations in three components of the challenge experience in a collaborative game: individuals' feelings of challenge, the similarity of these feelings with those of a partner, and their…
Descriptors: College Students, Females, Psychological Patterns, Emotional Response
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Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios – Electronic Journal of e-Learning, 2014
Computer science is continuously evolving during the past decades. This has also brought forth new knowledge that should be incorporated and new learning strategies must be adopted for the successful teaching of all sub-domains. For example, computer programming is a vital knowledge area within computer science with constantly changing curriculum…
Descriptors: Computer Science Education, Educational Games, Computer Games, Programming
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Ma, Yuxin; Williams, Doug; Prejean, Louise – Journal of Interactive Learning Research, 2014
Advocates of electronic educational games often cite the work on motivation to support the use of games in education. However, motivation alone is inadequate to facilitate learning. Many of the educational games that focused their game design solely on the motivational effect failed to be either educational or entertaining. Theory and research is…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Effectiveness
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Ritzhaupt, Albert; Poling, Nathaniel; Frey, Christopher; Johnson, Margeaux – Journal of Interactive Learning Research, 2014
This research reports the results of a literature synthesis conducted on digital gaming in education research literature. Seventy-three digital gaming research articles in education were identified through a systematic literature search and were coded across several relevant criteria. Our research indicates trends and patterns from empirical…
Descriptors: Computer Games, Educational Games, Educational Research, Literature Reviews
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Hall, Susan E. – Marketing Education Review, 2014
Achieving student learning outcomes in a "gamelike" environment allows students to connect real-world activities to marketing and business concepts presented in a relevant and authentic manner. The innovative game, Barracuda Cove Investment Game, can be incorporated into any marketing-related course that would require a marketing or…
Descriptors: Educational Games, Relevance (Education), Marketing, Business Administration Education
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