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Obikwelu, Chinedu; Read, Janet; Sim, Gavin – Electronic Journal of e-Learning, 2013
For a child to learn through Problem-Solving in Serious games, the game scaffolding mechanism has to be effective. Scaffolding is based on the Vygotzkian Zone of Proximal Development (ZPD) concept which refers to the distance between the actual development level as determined by independent problem solving and the level of potential development as…
Descriptors: Problem Solving, Scaffolding (Teaching Technique), Learning Strategies, Child Development
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Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen – British Journal of Educational Technology, 2013
Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…
Descriptors: Computer Games, Educational Games, Elementary School Science, Science Instruction
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Berns, Anke; Valero-Franco, Concepción – Research-publishing.net, 2013
This paper presents the results of an ongoing study which has been carried out with a group of German Foreign Language students at the University of Cadiz since 2012. The purpose of the study was to analyze the impact of videogame-like applications on foreign language learning and their motivational potential to increase learning beyond the…
Descriptors: Video Games, Active Learning, Educational Games, Courseware
Kovacevic, Tatjana; Opic, Siniša – Online Submission, 2013
The aim of this research was to examine the impact of using traditional games with the purpose of decreasing violent behavior among pupils in elementary schools as well as improving their mutual relationships. The research was conducted among second-, third- and fourth-graders in elementary schools in Karlovac (a total of 232 pupils). In order to…
Descriptors: Educational Games, Violence, Prevention, Intervention
Lamb, Richard L. – ProQuest LLC, 2013
Serious Educational Games (SEGs) have been a topic of increased popularity within the educational realm since the early millennia. SEGs are generalized form of Serious Games to mean games for purposes other than entertainment but, that also specifically include training, educational purpose and pedagogy within their design. This rise in popularity…
Descriptors: Educational Games, Models, Artificial Intelligence, Neurological Organization
McCoy, Leah P., Ed. – Online Submission, 2017
This document presents the proceedings of the 22nd Annual Research Forum held June 29, 2017, at Wake Forest University in Winston-Salem, North Carolina. Included are the following 12 action research papers: (1) Using Captioned Video to Teach Listening Comprehension in a Spanish Classroom (Michelle Allen); (2) Multimodal Instruction: How Film…
Descriptors: Video Technology, Teaching Methods, Listening Comprehension, Spanish
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Dalouskas, Vasilis; Rigou, Maria; Sirmakessis, Spiros – International Journal of Game-Based Learning, 2012
Currently casual games feature as the most dynamically developing section of the videogames industry and compared to the more complicated and technologically advanced hardcore games, are characterized by simple rules and game play, do not require long time commitment or special skills on the part of the player. They also have comparatively low…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
International Educational Data Mining Society, 2012
The 5th International Conference on Educational Data Mining (EDM 2012) is held in picturesque Chania on the beautiful Crete island in Greece, under the auspices of the International Educational Data Mining Society (IEDMS). The EDM 2012 conference is a leading international forum for high quality research that mines large data sets of educational…
Descriptors: Information Retrieval, Data, Data Analysis, Pattern Recognition
Walser, Nancy, Ed. – Harvard Education Press, 2012
"Harvard Education Letter" is published bimonthly at the Harvard Graduate School of Education. This issue of "Harvard Education Letter" contains the following articles: (1) Using Theater to Teach Social Skills: Researchers Document Improvements for Children with Autism (Patti Hartigan); (2) The Family Model of Schooling Revisited: Few Teachers,…
Descriptors: Autism, Moral Development, Interpersonal Competence, Theater Arts
Sumners, Sarah Elizabeth – ProQuest LLC, 2012
The purpose of the study was to better understand social studies teacher education through preservice professional development that incorporates an online gaming and simulation component. Examination of the impact of online gaming and simulations on the self-efficacy and content knowledge of preservice teachers in the methods course was…
Descriptors: Civics, Social Studies, Preservice Teacher Education, Educational Games
Seager, Thomas P.; Selinger, Evan – Chronicle of Higher Education, 2012
To be truly innovative, digital pedagogy has to do a better job of giving students the very thing that makes brick-and-mortar schooling so special: It must foster immersive learning communities that connect students to both their instructors and each other. Fortunately, there are ways that online education can do just that, as the authors have…
Descriptors: Grades (Scholastic), Learning Activities, Teaching Methods, Ethics
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Tippins, Deborah J.; Jensen, Lucas John – Cultural Studies of Science Education, 2012
There is a vast terrain of emerging research that explores recent innovations in digital games, particularly as they relate to questions of teaching and learning science. One such game, "Citizen Science", was developed to teach players about the practice of citizen science as well as lake ecology. Citizen science is a pedagogy that has a long…
Descriptors: Ecology, Environmental Education, Citizenship, Environmental Research
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Anyaegbu, Ruphina; Ting, Wei; Li, Yi – Turkish Online Journal of Educational Technology - TOJET, 2012
This paper is a report on the findings of a qualitative PhD pilot research study on the integration of Serious Games specifically Mingoville to motivate the Chinese primary students in an EFL classrooms. It was carried out in two primary schools: the students are both from low and high income families respectively in Jiangsu Province, PR, China.…
Descriptors: English (Second Language), Second Language Instruction, Educational Games, Computer Uses in Education
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Walton, Marion; Pallitt, Nicola – Language and Education, 2012
Discussions of "game literacy" focus on the informal learning and literacies associated with games but seldom address the diversity in young people's gaming practices, and the highly differentiated technologies of digital gaming in use. We use available survey data to show how, in South Africa, income inequalities influence consumption…
Descriptors: Literacy, Informal Education, Educational Games, Young Adults
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Cronan, Timothy Paul; Leger, Pierre-Majorique; Robert, Jacques; Babin, Gilbert; Charland, Patrick – Simulation & Gaming, 2012
Enterprise Resource Planning (ERP) systems have had a significant impact on business organizations. These large systems offer opportunities for companies regarding the integration and functionality of information technology systems; in effect, companies can realize a competitive advantage that is necessary in today's global companies. However,…
Descriptors: Simulation, Information Technology, Educational Assessment, Management Information Systems
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