NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 4,096 to 4,110 of 9,509 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Markey, Karen; Swanson, Fritz; Jenkins, Andrea; Jennings, Brian; St. Jean, Beth; Rosenberg, Victor; Yao, Xingxing; Frost, Robert – Journal of Academic Librarianship, 2009
This exploratory study examines whether undergraduate students will play games to learn how to conduct library research. Results indicate that students will play games that are an integral component of the course curriculum and enable them to accomplish overall course goals at the same time they learn about library research. (Contains 1 table.)
Descriptors: Undergraduate Students, Educational Games, Library Instruction, Integrated Activities
Littleton, Karen, Ed.; Scanlon, Eileen, Ed.; Sharples, Mike, Ed. – Routledge, Taylor & Francis Group, 2011
There is currently a rapidly growing interest in inquiry learning and an emerging consensus among researchers that, particularly when supported by technology, it can be a significant vehicle for developing higher order thinking skills. Inquiry learning methods also offer learners meaningful and productive approaches to the development of their…
Descriptors: Inquiry, Active Learning, Technology Uses in Education, Cooperative Learning
Siyahhan, Sinem – ProQuest LLC, 2011
The limited number of studies on intergenerational play suggests that not many parents play video games with their children (Lenhart, Jones, & Macgill, 2008). However, when intentionally designed to support intergenerational play, video game could provide an opportunity for parents and children to connect in new and powerful ways, especially…
Descriptors: Educational Games, Video Games, Parent Child Relationship, Design
Peer reviewed Peer reviewed
Direct linkDirect link
Crews, Annalisa – Knowledge Quest, 2011
Research supports the use of games in public, academic, and school libraries as a way to engage patrons and students, and to help develop important skills. Games provide stories and information, presented in a new format. They encourage critical thinking and problem solving and accomplish objectives of curriculum frameworks and meet AASL Standards…
Descriptors: School Libraries, Educational Games, Librarian Teacher Cooperation, Instructional Materials
Peer reviewed Peer reviewed
Direct linkDirect link
Wells, Jenny C.; Narkon, Drue E. – Intervention in School and Clinic, 2011
Vocabulary instruction across the content areas aids reading comprehension, making it time well spent in the classroom. Although students with learning disabilities (LD) need many practice opportunities to learn new words, engaging them in vocabulary instruction may prove challenging. Due to their past difficulties in acquiring reading skills,…
Descriptors: Reading Comprehension, Learning Disabilities, Student Motivation, Reading Skills
Peer reviewed Peer reviewed
Direct linkDirect link
McFarlin, Brian K.; Weintraub, Randi J.; Breslin, Whitney; Carpenter, Katie C.; Strohacker, Kelley – Educational Technology & Society, 2011
Online-learning environment can substantially improve student learning and retention of key health concepts. In this case report, we describe our approach for the design of online learning modules to teach concepts in an undergraduate health science/kinesiology curriculum. This report describes our use of these concepts in two lower division and…
Descriptors: Electronic Learning, Online Courses, Learning Modules, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
O'Hanlon, Charlene – T.H.E. Journal, 2011
Using games as a learning tool is not new--research abounds to demonstrate the use of video games enhancing problem-solving skills and creativity. Pioneer educational games, like Carmen Sandiego and Oregon Trail, have given birth to online, multiuser, digital simulations that would make their forebears blush. Now, in what seems to be a natural…
Descriptors: Video Games, Educational Games, Teaching Methods, Computer Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Tham, Raymond; Tham, Lesley – International Journal on E-Learning, 2014
The Internet Generation today is accustomed to multi-tasking, graphics, fun, and fantasy. Educators are finding it challenging to engage and motivate students with the traditional mode of teaching. They are increasingly seeking to tap the potential of game-based learning to engage and motivate learners. Game-based learning is also catching on in…
Descriptors: Foreign Countries, Educational Games, Higher Education, College Students
Peer reviewed Peer reviewed
Direct linkDirect link
Hsiao, Hsien-Sheng; Chang, Cheng-Sian; Lin, Chien-Yu; Chang, Chih-Chun; Chen, Jyun-Chen – Australasian Journal of Educational Technology, 2014
This study demonstrates the effectiveness of using multi-touch tabletop collaborative game (MTCG) as a collaborative learning platform, in which multiple students can play games using a digital surface. The learning performance of participants is also explored, along with their related behaviours and their experiences. Consisting of 49 Taipei…
Descriptors: Educational Games, Cooperative Learning, Grade 5, Elementary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Loh, Christian Sebastian – International Journal of Virtual and Personal Learning Environments, 2013
Today's economic situation demands that learning organizations become more diligent in their business dealings to reduce cost and increase bottom line for survival. While there are many champions and proponents claiming that game-based learning (GBL) is sure to improve learning, researchers have, thus far, been unable to (re)produce concrete,…
Descriptors: Investment, Outcomes of Education, Educational Games, Instructional Improvement
Peer reviewed Peer reviewed
Direct linkDirect link
Denham, André R. – International Journal of Game-Based Learning, 2013
Formative instruction on multiplication primarily focuses on rote memorization. This leads to factual fluency, but also develops a narrow view of multiplication and hinders the development of conceptual understanding. Theory and research recommend the concurrent development of conceptual understanding and factual fluency during the initial stages…
Descriptors: Multiplication, Mathematics Instruction, Computer Games, Educational Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sadeghi, Karim; Dousti, Masoumeh – English Language Teaching, 2013
In the twenty-first century, integration of technology into education is a force worthy of contemplation. Among all the possible technological tools that can be integrated into EFL classes, computers seem to have achieved a more dominant position. One of the outstanding features of computers is their potential to present educational games and to…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Technology Integration
Peer reviewed Peer reviewed
Direct linkDirect link
van den Heuvel-Panhuizen, Marja; Kolovou, Angeliki; Robitzsch, Alexander – Educational Studies in Mathematics, 2013
In this study we investigated the role of a dynamic online game on students' early algebra problem solving. In total 253 students from grades 4, 5, and 6 (10-12 years old) used the game at home to solve a sequence of early algebra problems consisting of contextual problems addressing covarying quantities. Special software monitored the…
Descriptors: Elementary School Students, Grade 4, Grade 5, Grade 6
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Radakovic, Davorka; Herceg, Dorde – Acta Didactica Napocensia, 2013
Dynamic geometry software (DGS) is often used for development of interactive teaching materials in many subjects, not only mathematics. These interactive materials can contain hundreds of elements in order to represent complex objects, and script programs to control their behavior. We propose an approach for creating, importing and using…
Descriptors: Educational Games, Mathematics Instruction, Instructional Materials, Geometry
Peer reviewed Peer reviewed
Direct linkDirect link
Eseryel, Deniz; Ifenthaler, Dirk; Ge, Xun – Educational Technology Research and Development, 2013
The important but little understood problem that motivated this study was the lack of research on valid assessment methods to determine progress in higher-order learning in situations involving complex and ill-structured problems. Without a valid assessment method, little progress can occur in instructional design research with regard to designing…
Descriptors: Instructional Design, Computer Games, Educational Games, Web Based Instruction
Pages: 1  |  ...  |  270  |  271  |  272  |  273  |  274  |  275  |  276  |  277  |  278  |  ...  |  634