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Halpern, Diane F.; Millis, Keith; Graesser, Arthur C.; Butler, Heather; Forsyth, Carol; Cai, Zhiqiang – Thinking Skills and Creativity, 2012
Operation ARA (Acquiring Research Acumen) is a computerized learning game that teaches critical thinking and scientific reasoning. It is a valuable learning tool that utilizes principles from the science of learning and serious computer games. Students learn the skills of scientific reasoning by engaging in interactive dialogs with avatars. They…
Descriptors: Critical Thinking, Tutoring, Thinking Skills, Educational Games
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Odhiambo, Calvin – College Teaching, 2012
The author describes a classroom activity in which students generate and then analyze insulting words to gain insights into how gender is socially constructed. After discussing how and why undergraduate students struggle with the concept of gender, the author highlights the usefulness of an active learning pedagogy in clearing these…
Descriptors: Undergraduate Students, Active Learning, Misconceptions, Gender Differences
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Kim, Paul; Buckner, Elizabeth; Kim, Hyunkyung; Makany, Tamas; Taleja, Neha; Parikh, Vallabhi – International Journal of Educational Development, 2012
This study explores the effectiveness of a game-based mobile learning model for children living in underdeveloped regions with significant contextual variations. Data for this study came from a total of 210 children between the ages of 6-14 years old from six marginalized communities in India. The findings reveal that children with little or no…
Descriptors: Foreign Countries, Electronic Learning, Educational Development, Educational Technology
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Larsen, Lasse Juel – Journal of Interactive Learning Research, 2012
This paper puts forward a new design perspective for game-based learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn--without the interference of teachers--whatever subject they wanted while sitting in front of a computer. This…
Descriptors: Educational Environment, Portfolios (Background Materials), Teaching Methods, Reflection
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Tsai, Chia-Wen; Hsu, Pi-Fang; Tseng, Hsueh-Ju – International Journal of Information and Communication Technology Education, 2013
This research focuses on exploring the effects of game-based learning (GBL) and self-regulated learning (SRL) on promoting students' learning and the interactions between teachers, students and peers. The experiment designed for this study was conducted in the course of "Media Marketing Management". The effects of GBL, SRL, and their…
Descriptors: Educational Games, Computer Games, Independent Study, Interaction
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Li, Ming-Chaun; Tsai, Chin-Chung – Journal of Science Education and Technology, 2013
The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and…
Descriptors: Educational Games, Teaching Methods, Literature Reviews, Science Education
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Roscoe, Rod D.; McNamara, Danielle S. – Journal of Educational Psychology, 2013
The Writing Pal (W-Pal) is a novel intelligent tutoring system (ITS) that offers writing strategy instruction, game-based practice, essay writing practice, and formative feedback to developing writers. Compared to more tractable and constrained learning domains for ITS, writing is an ill-defined domain because the features of effective writing are…
Descriptors: Feasibility Studies, Intelligent Tutoring Systems, Writing Instruction, Writing Strategies
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Shute, Valerie J.; Ventura, Matthew; Kim, Yoon Jeon – Journal of Educational Research, 2013
Digital games are very popular in modern culture. The authors are examining ways to leverage these engaging environments to assess and support student competencies. The authors examine gameplay and learning using a physics game they developed called Newton's Playground. The sample consisted of 167 eighth- and ninth-grade students who played…
Descriptors: Teaching Methods, Physics, Educational Games, Educational Technology
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Mayer, Igor; Warmelink, Harald; Bekebrede, Geertje – European Journal of Engineering Education, 2013
The authors define the requirements and a conceptual model for comparative evaluation research of simulation games and serious games (SGs) in a learning context. A first operationalisation of the model was used to comparatively evaluate a suite of 14 SGs on varying topics played between 2004 and 2009 in 13 institutes of higher education in the…
Descriptors: Higher Education, Educational Games, Educational Technology, Technology Uses in Education
Uzun, Levent; Çetinavci, Ugur Recep; Korkmaz, Sedat; Salihoglu, Umut Muharrem – Online Submission, 2013
The present study reports on the findings related to the effect of playing a vocabulary learning and practicing game in elementary English classes at university level, and the attitudes and beliefs of the subjects about playing games with the purpose of learning the foreign language. The subjects were 70 first year university students from two…
Descriptors: Educational Games, Vocabulary Development, English Language Learners, Second Language Learning
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Wang, Feihong; Burton, John K. – Journal of Educational Technology, 2010
During the past two decades, the popularity of computer and video games has prompted games to be a source of study for educational applications (Dickey, 2007). The most distinguishing characteristic of games is their capability to engage and motivate their players (Kiili, 2005). Educators started to explore game-based learning by testing…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Integrated Activities
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Baleghizadeh, Sasan; Arabtabar, Fatemeh – HOW, 2010
The present paper is an attempt to introduce an innovative technique for a more effective teaching of L2 listening comprehension through a process-oriented approach. Much of what is traditionally known as listening practice is in fact testing material in which students are required to listen to a recording and answer a number of comprehension…
Descriptors: Listening Comprehension, Group Activities, Educational Games, Second Language Instruction
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Tan, Seng-Chee; Kim, Beaumie; Yeo, Jennifer – Educational Media and Technology Yearbook, 2010
This chapter discusses one of the research perspectives of the Learning Sciences and Technologies academic group in the National Institute of Education (Singapore). Premised on social constructivists' view of learning, we explore design for learner agency and voice by adopting design experiment approach to study knowledge building and distributing…
Descriptors: Educational Technology, Technology Uses in Education, Student Participation, Stakeholders
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Shi, Yixun – College Mathematics Journal, 2010
Starting with an interesting number game sometimes used by school teachers to demonstrate the factorization of integers, "sum-difference numbers" are defined. A positive integer n is a "sum-difference number" if there exist positive integers "x, y, w, z" such that n = xy = wz and x ? y = w + z. This paper characterizes all sum-difference numbers…
Descriptors: Student Attitudes, Numbers, Student Projects, Educational Games
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Fishman, Daniel M. – Mathematics Teacher, 2010
Games can be a valuable tool for a mathematics teacher. Students who dislike mathematics and are not engaged in class never get to experience the exhilaration that accompanies hard work and real accomplishment in mathematics; they usually experience only the frustration that accompanies enforced and futile effort. Game playing is a way to engage…
Descriptors: Mathematics Instruction, Teaching Methods, Student Participation, Mathematical Concepts
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