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Paraskeva, Fotini; Mysirlaki, Sofia; Papagianni, Aikaterini – Computers & Education, 2010
This paper outlines a proposal for the development of educational multiplayer online games based on the activity theory, as an alternative to the current trend in multiplayer gaming and a means of promoting collaboration among students. In order to examine whether online games are engaging for learners, we consider multiple factors regarding game…
Descriptors: Educational Games, Self Efficacy, Academic Achievement, Gender Differences
Kame'enui, Edward J., Ed.; Baumann, James F., Ed. – Guilford Publications, 2012
This highly regarded work brings together prominent authorities on vocabulary teaching and learning to provide a comprehensive yet concise guide to effective instruction. The book showcases practical ways to teach specific vocabulary words and word-learning strategies and create engaging, word-rich classrooms. Instructional activities and games…
Descriptors: Reading Difficulties, Play, Vocabulary, Learning Strategies
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Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education
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Gaydos, Matthew J.; Squire, Kurt D. – Cultural Studies of Science Education, 2012
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called "Citizen…
Descriptors: Science and Society, STEM Education, Predictor Variables, Use Studies
Cavanagh, Sean – Education Digest: Essential Readings Condensed for Quick Review, 2008
This article highlights the study which illustrates how an age-old board games that incorporate numbers and counting have led to better understanding of numbers by young students. Few family rituals have as fixed a place in the American household, and in the popular imagination, as board games, those impromptu or regularly scheduled contests…
Descriptors: Educational Games, Disadvantaged Youth, Low Income Groups, Numeracy
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Slocombe, Will; Price, Chris – E-Learning, 2008
Computer games are increasingly being considered as a means of promoting learning, especially the use of commercial off-the-shelf (COTS) games in the classroom. This article extends this idea by proposing an innovative method of fostering interdisciplinary collaboration through the design of computer games. The game to be developed, "On the…
Descriptors: Educational Games, Computers, Design, Interdisciplinary Approach
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Price, Colin B. – Physics Education, 2008
Computer games such as Unreal Tournament (UT2004 and UT3) contain a "physics engine" responsible for producing believable dynamic interactions between players and objects in the three-dimensional (3D) virtual world of a game. Through a series of probing experiments we have evaluated the fidelity and internal consistency of the UT2004 physics…
Descriptors: Physics, Engines, Science Instruction, Educational Games
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Shaw, Ken – Journal of Chemical Education, 2008
This story is a chemical mystery with an emphasis on qualitative analysis, descriptive chemistry, and forensics. It is as well yet another article in the continuing series, first presented by Thomas Waddell and Thomas R. Rybolt, which presents a scientific problem in mystery format in the context of the popular and beloved characters of Sherlock…
Descriptors: Chemistry, Science Instruction, Learning Activities, Educational Games
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Carlson, David Lee – English Journal, 2008
The author, a teacher educator, likens taking an English class to playing a game, and by taking the metaphor seriously, he develops an innovative and engaging way to start off the school year. This article describes the classroom-as-game activity that he used during the first week of school. Using the concept of a game as metaphor for the…
Descriptors: Classroom Techniques, Writing Assignments, Figurative Language, Classroom Environment
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Royle, Karl – Innovate: Journal of Online Education, 2008
Because the goals of games and the object of school-based learning are fundamentally mismatched, efforts to integrate games into the curriculum have largely fallen flat despite the best intentions of teachers and the gaming industry. Arguing that educational game designers should be investigating ways to get education into games rather than…
Descriptors: Student Projects, Video Games, Educational Games, Active Learning
Parsons, John – Mathematics Teaching Incorporating Micromath, 2008
Left to their own devices, many students are happy to work within their comfort zone of skill and understanding, a level where they are confident that they will achieve regular success. The job of the classroom teacher is to help students reach beyond this and to help them make this level their new comfort zone. Clearly, teachers need to employ a…
Descriptors: Educational Games, Mathematics Instruction, Teaching Methods, Creative Teaching
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Pence, Harry E. – Journal of Educational Technology Systems, 2008
The virtual online world called Second Life can be deceptive. It looks like a game, but the participants are not assigned goals. Indeed, it may be said that the goal of Second Life is to create one's own goals. As a result, the residents of Second Life choose to work in many different directions. Some choose to develop land; some try to earn…
Descriptors: College Faculty, Online Courses, Computer Uses in Education, Virtual Classrooms
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Ramani, Geetha B.; Siegler, Robert S. – Child Development, 2008
Theoretical analyses of the development of numerical representations suggest that playing linear number board games should enhance young children's numerical knowledge. Consistent with this prediction, playing such a game for roughly 1 hr increased low-income preschoolers' (mean age = 5.4 years) proficiency on 4 diverse numerical tasks: numerical…
Descriptors: Low Income Groups, Numeracy, Educational Games, Number Concepts
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Redd, Jennifer; Schmidt-Crawford, Denise – Journal of Open, Flexible and Distance Learning, 2011
This study focused on the potential for building 25 high-school students' word knowledge by using a mobile learning device and gaming app. Using a game as an instructional tool is a portable way for students to engage with content. The amount of vocabulary mastered after using the app on the mobile device was examined in relation to a pre-test and…
Descriptors: High School Students, Vocabulary Development, Courseware, Handheld Devices
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Khan, Misbah Mahmood; Reed, Jonathan – International Journal of Virtual and Personal Learning Environments, 2011
Games Based Learning needs to be linked to good learning theory to become an important educational intervention. This study examines the effectiveness of a collection of computer games called Neurogames®. Neurogames are a group of computer games aimed at improving reading and basic maths and are designed using neuropsychological theory. The…
Descriptors: Teaching Methods, Educational Games, Computer Games, Numeracy
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