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Auman, Corinne – College Teaching, 2011
Instructors are often reluctant to alter their current pedagogies in favor of engaged learning alternatives. In this article the author describes the development and implementation of an engaged learning, simulation-based pedagogy designed to increase student and instructor engagement. Student learning was examined across simulation and…
Descriptors: Teaching Methods, Learner Engagement, Teacher Participation, Change Strategies
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Valdiz, Alfred; Trujillo, Karen; Wiburg, Karin – Journal of Curriculum and Teaching, 2013
Math Snacks animations and support materials were developed for use on the web and mobile technologies to teach ratio, proportion, scale factor, and number line concepts using a multi-modal approach. Included in Math Snacks are: Animations which promote the visualization of a concept image; written lessons which provide cognitive complexity for…
Descriptors: Animation, Educational Games, Mathematics Instruction, Pretests Posttests
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Seldon, James R.; Tsigaris, Peter – American Journal of Business Education, 2010
In this paper we examine the ultimatum game's income distribution and efficiency implications and modify the game to investigate the impact of re-distributional policies imposed on the parties.
Descriptors: Income, Investigations, Financial Policy, Educational Games
Folta, Elizabeth Eason – ProQuest LLC, 2010
In an effort to get children back outdoors and exploring the natural environment, a Modular Serious Educational Game (mSEG), Red Wolf Caper, was created as part of a design-based research study. Red Wolf Caper uses a combination of an augmented reality (AR) game and a serious educational game (SEG) to capture the students' interest in the natural…
Descriptors: Environmental Education, Educational Games, Science Interests, Scientific Concepts
Reese, Debbie Denise; Tabachnick, Barbara G. – Society for Research on Educational Effectiveness, 2010
In this paper, the authors summarize a quantitative analysis demonstrating that the CyGaMEs toolset for embedded assessment of learning within instructional games measures growth in conceptual knowledge by quantifying player behavior. CyGaMEs stands for Cyberlearning through GaME-based, Metaphor Enhanced Learning Objects. Some scientists of…
Descriptors: Statistical Analysis, Theory Practice Relationship, Educational Games, Instructional Design
Levitan, Ellen P. – ProQuest LLC, 2010
Many university administrators are unaware of the increasing use of computer technologies for educating employees. This study explored higher education administrators' perceptions of computer technology for university administrator learning. A treatment group of UC Berkeley administrative employees was assigned to use an online simulation; a…
Descriptors: Higher Education, Employees, Computers, Control Groups
Project Tomorrow, 2010
For the past 7 years, the Speak Up National Research Project has provided the nation with a unique window into classrooms and homes all across America and given us a realistic view on how technology is currently being used (or not) to drive student achievement, teacher effectiveness and overall educational productivity. Most notably, the Speak Up…
Descriptors: Productivity, Teacher Effectiveness, Teaching Methods, Elementary Secondary Education
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Moshirnia, Andrew; Israel, Maya – Journal of Interactive Learning Research, 2010
Despite the increasing popularity of many commercial video games, this popularity is not shared by educational video games. Modified video games, however, can bridge the gap in quality between commercial and education video games by embedding educational content into popular commercial video games. This study examined how different information…
Descriptors: Educational Games, Video Games, Change, Industry
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Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco – Educational Technology & Society, 2010
The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…
Descriptors: Role Playing, Educational Games, Computer Simulation, Computer Uses in Education
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Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Johnson, L.; Adams Becker, S.; Estrada, V.; Freeman, A. – New Media Consortium, 2014
"The NMC Horizon Report" series is the most visible outcome of the New Media Consortium (NMC) Horizon Project, an ongoing research effort established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within every sector of education in some 65…
Descriptors: Technology Uses in Education, Educational Technology, Elementary Secondary Education, Technological Advancement
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Howard-Jones, Paul A.; Demetriou, Skevi – Instructional Science: An International Journal of the Learning Sciences, 2009
Uncertainty may be an important component of the motivation provided by learning games, especially when associated with gaming rather than learning. Three studies are reported that explore the influence of gaming uncertainty on engagement with computer-based learning games. In the first study, children (10-11 years) played a simple maths quiz.…
Descriptors: Educational Games, Mathematics Tests, Motivation, Experiments
Sloane, Sharon; Holmes, Elizabeth – Educational Technology, 2009
The authors describe the steps in the ethical decision-making process and show how employers and educators are addressing ethical gray areas using innovative simulations in order to better prepare employees and other personnel to face ethical challenges head-on. The model outlined in this article can be used as a teaching and training tool to…
Descriptors: Ethics, Educational Technology, Decision Making, Educational Games
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Shubik, Martin – Simulation & Gaming, 2009
An overall view of the development of gaming and simulation is presented. This includes a consideration of some observations on what had been predicted and what happened, as well as some predictions concerning the future. Stress is given to prediction based on what is technically feasible and prediction based on the sociopolitical environment. It…
Descriptors: Social Influences, Political Issues, War, Games
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Baines, Lawrence A.; Slutsky, Ruslan – Educational Horizons, 2009
Traditional ways of teaching--working from a textbook, designing quizzes, and assigning seat work--are predicated on the idea of students' ability and desire to self-regulate. However, these sedentary techniques are ineffective with unmotivated students and poor readers. Teachers commonly invoke fear of failure in an attempt to engage students in…
Descriptors: Homework, Play, Classroom Environment, Academic Achievement
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