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Brandon K. Schultz; Steven W. Evans; John Bowditch; Kaitlynn Carter; Emma E. Rogers; Jennifer Donelan; Allison Dembowski – Grantee Submission, 2023
An estimated 8.7% to 9.8% of school-age children in the United States have attention deficit hyperactivity disorder (ADHD), affecting 4.3 to 4.9 million public school students. ADHD is a costly disorder that often goes untreated, especially among adolescents. Accessible computer- based programs have emerged to address the neurocognitive deficits…
Descriptors: Video Games, Attention Deficit Hyperactivity Disorder, Planning, Skill Development
Tialei Ariana Wesley Scanlan – ProQuest LLC, 2023
By 2023, gamification was entering just about every sector and industry including education, fitness, crowd sourcing, social media, and corporate environments. Gamification often offers promises of motivation, engagement, fun, and even higher performance. At the time of the study, there were few studies that examined gamification in accounting…
Descriptors: Gamification, Educational Games, Accounting, Undergraduate Study
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James Russo; Toby Russo – Australian Primary Mathematics Classroom, 2023
Australian primary school teachers have reported that they use games frequently in teaching mathematics. In this paper, the authors discuss the game mechanics of five types of whole-class games that can be particularly powerful for supporting mathematical thinking and student engagement in mathematics.
Descriptors: Foreign Countries, Mathematics Instruction, Elementary School Teachers, Educational Games
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Li Ye; Xueyan Zhou; Simin Yang; Yongxin Hang – Interactive Learning Environments, 2023
Traditional pattern teaching is an essential part of cultivating artistic quality, which is confronted with cognitive and motivational problems of teenagers. As a teaching strategy, schema theory attaches importance to the students' knowledge construction, which can reduce the cognitive difficulties caused by the increase of knowledge difficulty.…
Descriptors: Schemata (Cognition), Multimedia Materials, Educational Games, Instructional Design
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Natalie V. Hudson-Smith; Wilanyi Alvarez-Reyes; Xiaoxiao Yao; Jiayi He; Rebeca Sarahi Rodriguez; Stephanie Mitchell; Mahmoud Matar Abed; Eleni Spanolios; Miriam O. P. Krause; Christy L. Haynes – Journal of Chemical Education, 2023
Video games and immersive, narrative experiences are often called upon to help students understand difficult scientific concepts, such as sense of scale. However, the development of educational video games requires expertise and, frequently, a sizable budget. Here, we report on the use of an interactive text-style video game, NanoAdventure, to…
Descriptors: Educational Games, Video Games, Chemistry, Science Education
Wire, Heather – ProQuest LLC, 2023
This research examined how a Digital Escape Room (DER) about accessibility contributed to the potential change of faculty behavioral intentions toward developing accessible online course content. This paper describes the design of the DER and a pilot study of its initial implementation that consisted of two phases, (1 a usability test with 3…
Descriptors: Models, Computer Simulation, Online Courses, Instructional Design
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HajiMoradkhani, Hadise; Mashayekh, Shahnaz; Khodabandelou, Rouhollah – International Journal of Game-Based Learning, 2023
This study aimed to develop and evaluate a digital instructional game application for learning the basic concepts of the accounting principles in an introductory accounting course. The game was designed using the Unity engine and Griss instructional design model. Based on the model, game characteristics were embedded in educational content. The…
Descriptors: Video Games, Game Based Learning, Introductory Courses, Accounting
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Ceren Ester Karayel; Manuel Krug; Luisa Hoffmann; Canan Kanbur; Catherine Barth; Johannes Huwer – Journal of Chemical Education, 2023
Global challenges such as the COVID-19 pandemic highlight the need for visionary innovations in chemical education. We recently deigned a new learning environment called "ZuKon 2030", which addresses sustainability from a chemical perspective while simultaneously introducing students to the sustainable development goals (SDGs) of the…
Descriptors: Chemistry, Science Instruction, Teaching Methods, Sustainable Development
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Wanda M. Valsecchi; Fernando P. Dominici; Karina A. Gomez – Journal of Chemical Education, 2023
During the COVID-19 pandemic we developed an activity that encourages engagement with scientific reading and helps students to improve their reading skills as a complement to the glycobiology section of an undergraduate course of biological chemistry. Using "Genially," an online platform for gamification and self-taught learning, we…
Descriptors: Undergraduate Students, Biochemistry, COVID-19, Pandemics
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Amber Sewell – International Journal of Designs for Learning, 2023
This instructional design case describes the author's process for creating an augmented reality learning experience for library instruction at an academic library. With no budget, no team, and little experience with this type of technology, this design case describes the development of an instructional design utilizing emerging technologies. It…
Descriptors: Computer Simulation, Academic Libraries, Library Instruction, Educational Technology
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Alonso, Gabriela; Schroeder, Kersten T. – Biochemistry and Molecular Biology Education, 2020
The transition to remote-teaching online for Molecular Biology has forced active learning exercises like Escape Rooms to also move online. In the past, Escape Rooms have been an effective tool for students to help reinforce concepts they learned in Molecular Biology. We propose that there is a way for Escape Rooms to be moved to an online setting…
Descriptors: Active Learning, Virtual Classrooms, Molecular Biology, Educational Games
David A. Sousa – Corwin, 2024
In a world where technology is increasingly dominant, it is critical to understand how it affects students' brains and behavior--for better and for worse. This new edition from bestselling educational neuroscience author David Sousa offers research-based, practical solutions and serves as a framework for educators who want to effectively leverage…
Descriptors: Brain, Neurosciences, Educational Technology, Cognitive Processes
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Maria Jornevald; Lise Pettersson-Roll; Hanna Hau – Psychology in the Schools, 2024
The Good Behavior Game (GBG) is a classroom management strategy that consistently demonstrates its ability to promote positive behaviors and peer relations among students, with immediate and long-term benefits. This scoping review aimed to provide an overview of peer-reviewed research on the GBG specifically focused on students with special…
Descriptors: Educational Games, Student Behavior, Special Needs Students, Mainstreaming
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Michaela Arztmann; Jessica Lizeth Domínguez Alfaro; Lisette Hornstra; Johan Jeuring; Liesbeth Kester – British Journal of Educational Technology, 2024
Digital games are widely used in education to motivate students for science. Additionally, augmented reality (AR) is increasingly used in education. However, recent research indicates that these technologies might not be equally beneficial for students with different background characteristics. Moreover, students with different backgrounds may…
Descriptors: Secondary School Students, Socioeconomic Status, Self Efficacy, Computer Simulation
Editorial Projects in Education, 2024
Hands-on activities help spark student curiosity and deepen understanding for better learning outcomes. This Spotlight will help readers learn more about reducing student ambivalence towards math class; examine proven strategies for reengaging students; examine how coding and social-emotional learning (SEL) can improve engagement and deepen…
Descriptors: Learner Engagement, Experiential Learning, Outcomes of Education, Mathematics Education
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