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Dunst, Carl J.; Raab, Melinda; Trivette, Carol M.; Wilson, Linda L.; Hamby, Deborah W.; Parkey, Cindy – Intellectual and Developmental Disabilities, 2010
Findings from 2 studies of the relationship between response-contingent child behavior and child, caregiver-child, and caregiver behavior not directly associated with child contingency learning are described. The participants were 19 children with significant developmental delays and their mothers in 1 study and 22 children with significant…
Descriptors: Behavior Problems, Caregivers, Child Behavior, Developmental Delays
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Huang, Wen-Hao; Huang, Wen-Yeh; Tschopp, Jill – Computers & Education, 2010
Digital game-based learning (DGBL) has become a viable instructional option in recent years due to its support of learning motivation. Recent studies have mostly focused on identifying motivational factors in digital games (e.g., curiosity, rules, control) that support intrinsic motivation. These findings, however, are limited in two fronts.…
Descriptors: Undergraduate Students, Learning Motivation, Program Effectiveness, Instructional Materials
Keller, Cara M. – ProQuest LLC, 2012
The purpose of this qualitative evaluative case study was to gain insight into how students perceived the efficacy of using games to address their science literacy concerns. Scientists in the United States are concerned with the lack of science literacy. The No Child Left Behind Act of 2001 requires proficiency in reading, mathematics, language…
Descriptors: Student Attitudes, Scientific Literacy, Science Instruction, Qualitative Research
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Forrest, Gregory John; Wright, Jan; Pearson, Phil – Physical Education and Sport Pedagogy, 2012
Background: The move for educational reform to improve student outcomes and learning has been the subject of ongoing debate over the last 15 years in Australia and internationally. In Australia, Game Centred Approaches (GCA) such as Game Sense have been positioned by advocates as having the capacity to achieve these characteristics in physical…
Descriptors: Physical Education, Student Teacher Attitudes, Course Content, Educational Change
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Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang – Computers & Education, 2012
In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the…
Descriptors: Internet, Natural Sciences, Problem Solving, Science Curriculum
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Young, Shelley Shwu-Ching; Wang, Yi-Hsuan – Educational Technology & Society, 2014
The aim of this study is to make a new attempt to explore the potential of integrating game strategies with automatic speech recognition technologies to provide learners with individual opportunities for English pronunciation learning. The study developed the Game Embedded CALL (GeCALL) system with two activities for on-line speaking practice. For…
Descriptors: Computer Assisted Instruction, Second Language Learning, Pronunciation, Educational Technology
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Admiraal, Wilfried; Huizenga, Jantina; Heemskerk, Irma; Kuiper, Els; Volman, Monique; ten Dam, Geert – International Journal of Inclusive Education, 2014
Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a quasi-experimental study with a secret-trail game,…
Descriptors: Gender Differences, Educational Games, Teaching Methods, Quasiexperimental Design
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Huang, Ronghuai, Ed.; Kinshuk, Ed.; Chen, Nian-Shing, Ed. – Lecture Notes in Educational Technology, 2014
The book addresses the main issues concerned with the new development of learning processes, innovative pedagogical changes, the effects of new technologies on education, future learning content, which aims to gather the newest concepts, research and best practices on the frontiers of technology enhanced learning from the aspects of learning,…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Computer Software
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Ho, Curtis, Ed.; Lin, Grace, Ed. – Association for the Advancement of Computing in Education, 2015
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2015: World Conference on E-Learning" took place in Kona,…
Descriptors: Electronic Learning, Educational Technology, Computer Science, Concept Formation
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Fajaria, Indah – Advances in Language and Literary Studies, 2013
There are such myriad ideas upon English teaching-learning process. Everybody can share each fabulous idea through various media. One of fun English learnings that can motivate EFL students' eagerness to practice English easily is an outdoor class activity. This project could sometimes deals with an outbound activities which provide the numerous…
Descriptors: Foreign Countries, Educational Games, Outdoor Education, Class Activities
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Coskun, Hasan – Eurasian Journal of Educational Research, 2013
Problem Statement: By considering the innovations in the field of communication, the inter-relationship between cultures, and the developments in the world, the Ministry of Education has started to take measures for students to learn languages such as German, French, Russian, Spanish, Japanese, Italian, Arabic, etc., in educational institutions in…
Descriptors: German, Second Language Learning, Second Language Instruction, Educational Games
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Sadeghi, Karim; Sharifi, Faranak – English Language Teaching, 2013
Considering the significant role of vocabulary in learning a language, and teachers' great responsibility in providing opportunities to facilitate this learning, many studies have focused on the best means of achieving a good knowledge of vocabulary. This study set out to investigate the effect of four post-teaching activities, namely game,…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Cassidy, Gianna G.; Paisley, Anna M. J. M. – Research Studies in Music Education, 2013
Music-games present a highly pervasive new platform to create, perform, appreciate and transmit music through peer and online communities (e.g., Peppler, Downton, Lindsay, & Hay, 2011). While learners are increasingly engaged with such digital music participation outside the classroom, evidence indicates learners are increasingly disengaged…
Descriptors: Teaching Methods, Music Education, Educational Games, Music Activities
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Hou, Huei-Tse – British Journal of Educational Technology, 2013
Many researchers have studied the effects of game-based learning (GBL) (eg, Annetta, Minogu, Holmes & Cheng, 2009; Kiili, 2007). However, empirical process analyses of long-term applications of GBL in a school setting are much less common. A process analysis of GBL in a school setting allows us to better understand the role of games in…
Descriptors: Prior Learning, Gender Differences, Longitudinal Studies, Case Studies
Schmitt, Sara A. – ProQuest LLC, 2013
In recent years, self-regulation has emerged as a foundational skill for academic success and well-being. Unfortunately, many children enter kindergarten without the self-regulation skills necessary to succeed. Children from high-risk backgrounds (e.g., low-income) are particularly vulnerable for difficulties in self-regulation development. Given…
Descriptors: School Readiness, At Risk Students, Low Income Groups, Self Control
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