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Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu – IEEE Transactions on Education, 2013
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Descriptors: Cooperative Learning, Learning Motivation, Computer Games, Educational Technology
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Ardito, Carmelo; Lanzilotti, Rosa; Costabile, Maria F.; Desolda, Giuseppe – Educational Technology & Society, 2013
Current information and communication technology (ICT) has the potential to bring further changes to education. New learning techniques must be identified to take advantage of recent technological tools, such as smartphones, multimodal interfaces, multi-touch displays, etc. Game-based techniques that capitalize on ICT have proven to be very…
Descriptors: Foreign Countries, Elementary School Students, Educational Technology, Technology Integration
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Bender-Szymanski, Dorothea – Intercultural Education, 2013
In this article, we describe the multiple phases of a teaching project that was constructed around an actual request by a Muslim community in the Federal Republic of Germany (FRG) to establish an Islamic cultural centre. The request provoked a sometimes heated discussion among politicians and citizens that was published in daily newspapers. A…
Descriptors: Islam, Foreign Countries, Muslims, Cultural Centers
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Lee, Joey J.; Ceyhan, Pinar; Jordan-Cooley, William; Sung, Woonhee – Simulation & Gaming, 2013
The literature on climate change education recommends social, accessible action-oriented learning that is specifically designed to resonate with a target audience's values and worldview. This article discusses GREENIFY, a real-world action game designed to teach adult learners about climate change and motivate informed action. A pilot study…
Descriptors: Educational Games, Climate, Environmental Education, Adult Learning
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Sadler, Troy D.; Romine, William L.; Stuart, Parker E.; Merle-Johnson, Dominike – Journal of Research in Science Teaching, 2013
Video games have become a popular medium in our society, and recent scholarship suggests that games can support substantial learning. This study stems from a project in which we created a video game enabling students to use biotechnology to solve a societal problem. As students engaged in the game, they necessarily interacted with the underlying…
Descriptors: Video Games, Educational Games, Educational Technology, Teaching Methods
Burns, Shawn W. – ProQuest LLC, 2013
This study explored new faculty satisfaction with participation in a professional development orientation program at a New England-based graduate-level, military institution of higher education. The new faculty orientation program had not been previously explored. The purpose of this study was to describe participant satisfaction with an ultimate…
Descriptors: Professional Development, Beginning Teachers, Teacher Orientation, Military Schools
Wilson, Monique – ProQuest LLC, 2013
Developmental math currently poses a hurdle that many community college students are unable to overcome. Eighty percent of developmental math students do not successfully complete any college-level course within three years (Bailey, Jeong, & Cho, as cited by Strother, Van Campen & Grunow, 2013, p. 1). Despite numerous reform attempts,…
Descriptors: Educational Games, Remedial Mathematics, Community Colleges, Teaching Methods
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Roscoe, Rod D.; Snow, Erica L.; Brandon, Russell D.; McNamara, Danielle S. – Grantee Submission, 2013
The ability of educational games to promote students' engagement in learning and practice depends on perceived enjoyment of those games. This study investigated high school students' perceptions and enjoyment of games within the Writing Pal intelligent tutoring system. In accord with research on motivation, results showed that perceived…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Intelligent Tutoring Systems
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Pellas, Nikolaos; Peroutseas, Efstratios – Journal of Educational Computing Research, 2016
While pedagogical and technological affordances of three-dimensional (3D) multiuser virtual worlds in various educational disciplines are largely well-known, a study about their effect on high school students' engagement in introductory programming courses is still lacking. This case study presents students' opinions about their participation in a…
Descriptors: High School Students, Educational Games, Computer Simulation, Simulated Environment
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Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education
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Shah, Mamta; Foster, Aroutis – Educational Technology & Society, 2014
Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…
Descriptors: Computer Games, Educational Games, Middle School Students, Case Studies
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Schofield, Damian – Journal of Information Technology Education: Research, 2014
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…
Descriptors: Guidelines, Games, Engineering Technology, Virtual Classrooms
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Whitton, Nicola – International Journal of Game-Based Learning, 2011
It is a common misconception that game-based learning is, by its very nature, engaging for the majority of learners. This is not necessarily the case, particularly for learners in Higher Education who may need to be persuaded of the value of learning games. For some learners, games may simply not be perceived as engaging--either in terms of an…
Descriptors: Educational Games, Learner Engagement, Higher Education, Computer Games
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Saridaki, Maria; Mourlas, Constantinos – International Journal of Game-Based Learning, 2011
The attention to learners with special needs, in particular those with intellectual disabilities, is an area of continuous development. It is considered important to develop adaptive educational solutions for the integration of people with educational difficulties according to their needs. Digital games provide an attractive and direct platform in…
Descriptors: Intellectual Disability, Disabilities, Teaching Methods, Educational Games
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Marrero, Osvaldo; Pasles, Paul C. – Mathematics and Computer Education, 2011
Like many mathematics teachers, the authors often find that students who struggle with a difficult concept may be assisted by the use of a well-chosen graph or other visual representation. While one should not rely solely on such tools, they can suggest possible theorems which then might be proved with the proper rigor. Even when a picture…
Descriptors: Probability, Calculus, Mathematics Instruction, College Mathematics
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