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Kavak, Nusret – Journal of Chemical Education, 2012
Learning the symbolic language of chemistry is a difficult task that can be frustrating for students. This article introduces a game, ChemOkey, that can help students learn the names and symbols of common ions and their compounds in a fun environment. ChemOkey, a game similar to Rummikub, is played with a set of 106 plastic or wooden tiles. The…
Descriptors: Chemistry, Familiarity, Symbolic Language, Science Instruction
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Iley, John L.; Hague, Doug – Tech Directions, 2012
Sustainable, or "green," manufacturing and its practices are becoming more and more a part of today's industry, including wood product manufacturing. This article provides introductory information on green manufacturing in wood technology and a crossword puzzle based on green manufacturing terms. The authors use the puzzle at the college level to…
Descriptors: Puzzles, Educational Technology, Educational Games, Woodworking
Rus, Vasile; Moldovan, Cristian; Niraula, Nobal; Graesser, Arthur C. – International Educational Data Mining Society, 2012
In this paper we address the important task of automated discovery of speech act categories in dialogue-based, multi-party educational games. Speech acts are important in dialogue-based educational systems because they help infer the student speaker's intentions (the task of speech act classification) which in turn is crucial to providing adequate…
Descriptors: Educational Games, Feedback (Response), Classification, Expertise
Chung, Gregory K. W. K.; Kerr, Deirdre S. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
In this primer we briefly describe our perspective and experience in using data logging to support measurement of student learning in a game testbed ("Save Patch") we developed for research purposes. The goal of data logging is to support the derivation of cognitively meaningful measures and affectively meaningful measures from a combination of…
Descriptors: Educational Games, Data Collection, Measurement, Best Practices
Walker, Beth Ann – ProQuest LLC, 2012
Virtual gaming has taken the world by storm and is being used by a much larger population than originally anticipated. Since the Wii was put on the market, occupational therapists around the world have begun to incorporate its use as an intervention strategy for patients recovering from a wide scope of ailments. This use is ad hoc, intuitive, and…
Descriptors: Virtual Classrooms, Educational Games, Intervention, Older Adults
Buschang, Rebecca E.; Kerr, Deirdre S.; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
Appropriately designed technology-based learning environments such as video games can be used to give immediate and individualized feedback to students. However, little is known about the design and use of feedback in instructional video games. This study investigated how feedback used in a mathematics video game about fractions impacted student…
Descriptors: Feedback (Response), Video Games, Educational Games, Mathematics Instruction
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Pareto, Lena; Haake, Magnus; Lindstrom, Paulina; Sjoden, Bjorn; Gulz, Agneta – Educational Technology Research and Development, 2012
This paper presents an educational game in mathematics based on an apprenticeship model using a teachable agent, as well as an evaluative study of how the game affects (1) conceptual understanding and (2) attitudes towards mathematics. In addition, we discuss how collaborative and competitive affordances of the game may affect understanding and…
Descriptors: Educational Games, Computer Uses in Education, Mathematics, Student Attitudes
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Nisselle, Amy; Hanns, Shaun; Green, Julie; Jones, Tony – Technology, Pedagogy and Education, 2012
Hospitalised children and young people not only face challenges to their health but also to their continued education and social connections. These challenges can impact on future life trajectories, so it is crucial to maintain learning and socialising. Educational technologies, such as laptops and iPads, are used in the multidisciplinary…
Descriptors: Hospitals, Patients, Educational Technology, Educational Opportunities
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Sugden, Steve – International Journal of Mathematical Education in Science and Technology, 2012
A newspaper numbers game based on simple arithmetic relationships is discussed. Its potential to give students of elementary algebra practice in semi-"ad hoc" reasoning and to build general arithmetic reasoning skills is explored. (Contains 3 figures, 7 tables and 3 notes.)
Descriptors: Arithmetic, Algebra, Mathematics Skills, Mathematical Logic
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Wroughton, Jacqueline; Nolan, Joseph – Journal of Statistics Education, 2012
Understanding counting rules is challenging for students; in particular, they struggle with determining when and how to implement combinations, permutations, and the multiplication rule as tools for counting large sets and computing probability. We present an activity--using ideas from the games of poker and pinochle--designed to help students…
Descriptors: Probability, Mathematics Instruction, Mathematics Skills, Teaching Methods
Kerr, Deirdre; Chung, Gregory K. W. K.; Iseli, Markus R. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Analyzing log data from educational video games has proven to be a challenging endeavor. In this paper, we examine the feasibility of using cluster analysis to extract information from the log files that is interpretable in both the context of the game and the context of the subject area. If cluster analysis can be used to identify patterns of…
Descriptors: Video Games, Multivariate Analysis, Data Analysis, Context Effect
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Torrence, Bruce – College Mathematics Journal, 2011
The game "Lights Out" and its mathematical predecessor, the sigma-plus game, has inspired an extensive mathematical literature. In this paper, the original game and a borderless version played on a torus are considered. We define an easy game to be one in which pushing the buttons that are originally lit solves the game. Easy games are classified…
Descriptors: Geometric Concepts, Mathematics Instruction, Teaching Methods, Educational Games
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Jordan, Kerry E.; Baker, Joseph – Developmental Science, 2011
This study presents the first evidence that preschool children perform more accurately in a numerical matching task when given multisensory rather than unisensory information about number. Three- to 5-year-old children learned to play a numerical matching game on a touchscreen computer, which asked them to match a sample numerosity with a…
Descriptors: Preschool Children, Young Children, Multisensory Learning, Educational Games
Cleveland-Innes, Martha – Commonwealth of Learning, 2018
The Guide to Blended Learning is an introduction using technology and distance education teaching strategies with traditional, face-to-face classroom activities. This Guide has been designed to assist teachers adopt blended learning strategies through a step-by-step approach taking constructivist and design-based approach and reflecting on…
Descriptors: Blended Learning, Technology Uses in Education, Distance Education, Educational Benefits
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Abdul Jabbar, Azita Iliya; Felicia, Patrick – Review of Educational Research, 2015
In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general…
Descriptors: Educational Games, Instructional Design, Learner Engagement, Outcomes of Education
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