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An, Yun-Jo; Haynes, Linda; D'Alba, Adriana; Chumney, Frances – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2016
Science teachers' experiences, attitudes, perceptions, concerns, and support needs related to the use of educational computer games were investigated in this study. Data were collected from an online survey, which was completed by 111 science teachers. The results showed that 73% of participants had used computer games in teaching. Participants…
Descriptors: Educational Games, Computer Games, Science Teachers, Teaching Experience
Celene E. Domitrovich; Catherine P. Bradshaw; Juliette Berg; Elise T. Pas; Kimberly Becker; Rashelle Musci; Dennis D. Embry; Nicholas Ialongo – Grantee Submission, 2016
A number of classroom-based interventions have been developed to improve social and behavioral outcomes, yet few studies have examined how these programs impact the teachers who are implementing them. Impacts on teachers may affect students, and therefore also serve as an important proximal outcome to examine. The current study draws upon data…
Descriptors: Educational Games, Social Emotional Learning, Classroom Techniques, Behavior Problems
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Cope, Bill; Kalantzis, Mary – Open Review of Educational Research, 2015
This article sets out to explore a shift in the sources of evidence-of-learning in the era of networked computing. One of the key features of recent developments has been popularly characterized as "big data". We begin by examining, in general terms, the frame of reference of contemporary debates on machine intelligence and the role of…
Descriptors: Data Analysis, Evidence, Computer Uses in Education, Artificial Intelligence
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Obiekezie, Eucharia Obiageli; Timothy, Alexander Essien – Journal of Education and Practice, 2015
This paper explores ways the classroom environment can fertilise ethnic and religious tolerance in students. In a pre/post test design, 76 students at a university secondary school in the Niger Delta region of Nigeria were randomly selected to respond to a twenty-item survey. Afterwards, the experimental group was exposed to a critical thinking…
Descriptors: Ethnic Groups, Religious Cultural Groups, Prosocial Behavior, Statistical Analysis
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Foster, Aroutis; Shah, Mamta – Journal of Educational Computing Research, 2015
There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Learning Experience
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Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Educational Technology & Society, 2015
Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and sequential analysis to visualize and better understand their game-based learning process. We…
Descriptors: Elementary School Students, Learner Engagement, Educational Games, Teaching Methods
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Muñoz González, Juan Manuel; Rubio García, Sebastián; Cruz Pichardo, Ivanovna M. – Digital Education Review, 2015
At the present time, the use of video games goes beyond mere amusement or entertainment due to its potential for developing capacities, dexterity and skills. Thus, video games have extended to environments like that of education, serving as didactic resources within dynamics that respond to the interests and necessities of the 21st century…
Descriptors: Video Games, Classroom Environment, Classroom Techniques, Cooperative Learning
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Raybourn, Elaine M. – International Journal of Game-Based Learning, 2011
The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one's emotional intelligence. Subsequent sections describe the design of game-based, intercultural crucible experiences and how this design was employed for training with members of the United States Marine Corps…
Descriptors: Educational Games, Emotional Intelligence, Military Personnel, Intercultural Communication
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Maciuszek, Dennis; Ladhoff, Sebastian; Martens, Alke – International Journal of Game-Based Learning, 2011
To address the lack of documented best practices in the development of digital educational games, the authors have previously proposed a reference software architecture. One of its components is the rule system specifying learning and gameplay content. It contains quest, player character, non-player character, environment, and item rules.…
Descriptors: Educational Games, Instructional Design, Best Practices, Computer Software
Wainess, Richard; Koenig, Alan; Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Effective design of training-related games (games for training and/or assessment) requires synergy between the mechanisms for delivering instructional content and the mechanisms for learning game play and game functionality (Becker, 2006). The learning domain must be embedded as a core game mechanic: that is, the game cannot be advanced or won…
Descriptors: Direct Instruction, Play, Video Games, Educational Games
Exceptional Parent, 2011
Kids aged five and under learn best through play. Instead of buying just any toy, look for toys or activities with things to teach: like the alphabet or names of different animals, and more. Children will play with their new toy and not even realize they are learning while they play. This article focuses on gift ideas for the holiday season, with…
Descriptors: Holidays, Play, Toys, Thinking Skills
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Brom, Cyril; Preuss, Michal; Klement, Daniel – Computers & Education, 2011
Curricular schooling can benefit from the usage of educational computer games, but it is difficult to integrate them in the formal schooling system. Here, we investigate one possible approach to this integration, which capitalizes on using a micro-game that can be played with a teacher's guidance as a supplement after a traditional expository…
Descriptors: Control Groups, Computer Assisted Instruction, Foreign Countries, Lecture Method
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Liao, C. C. Y.; Chen, Z-H.; Cheng, H. N. H.; Chen, F-C.; Chan, T-W. – Journal of Computer Assisted Learning, 2011
In the last decade, more and more games have been developed for handheld devices. Furthermore, the popularity of handheld devices and increase of wireless computing can be taken advantage of to provide students with more learning opportunities. Games also could bring promising benefits--specifically, motivating students to learn/play, sustaining…
Descriptors: Feedback (Response), Educational Games, Computers, Arithmetic
Bigelow, Bill – Rethinking Schools, 2011
In 30 years of teaching, the author never taught explicitly about coal. Coal appeared in his social studies curriculum solely as a labor issue, and coal was mostly invisible in his history classes. The world cannot afford this kind of curricular invisibility today. Forty percent of the main greenhouse gas produced in the United States, carbon…
Descriptors: Fuels, Mining, Educational Games, History Instruction
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van de Westelaken, Marleen – Simulation & Gaming, 2011
This article reports on the 2008 ISAGA Summer School held in New Delhi (Gurgaon), India. This Summer School was hosted by the Institute for Integrated Learning in Management. Participants came from all over the world. This year's theme was "The Art and Science of Simulation and Gaming Design and Facilitation for Business and Management."
Descriptors: Summer Schools, Educational Games, Foreign Countries, Integrated Curriculum
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