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Klopfer, Eric – MIT Press (BK), 2008
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In "Augmented Learning", Eric Klopfer describes the largely untapped potential of mobile learning games--games played on such handheld devices as cell phones, Game…
Descriptors: Electronic Learning, Video Games, Educational Games, Lifelong Learning
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What Works Clearinghouse, 2008
This review examined a study designed to evaluate whether playing number board games improved numeracy skills of low-income preschoolers. The study included 136 pre-school children from 10 urban Head Start centers: 72 children were randomly selected to play a number board game with a trained experimenter; the remaining 64 children played a…
Descriptors: Play, Educational Games, Numeracy, Improvement
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Foster, Aroutis – Journal of Interactive Learning Research, 2008
Game-based learning and designing has become a hot topic in educational technology. It is believed that video gaming is one way to get students engaged in learning complex and ill-structured material, holistic learning, and preparing learners for 21st century jobs. However, beyond engagement, games may also be used for learning and developing…
Descriptors: Educational Games, Science Interests, Learning Motivation, Educational Technology
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Berson, Ilene R.; Berson, Michael J. – Social Education, 2008
Faster and more efficient coverage on television and the Internet is increasingly exposing children to traumatic images of natural devastation both at home and abroad. Natural disasters, such as the wildfires in California or the trauma caused by Hurricane Katrina in New Orleans, have become commonplace. Catastrophic events like these serve as…
Descriptors: Natural Disasters, Well Being, Internet, Web Sites
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Reiley, David H.; Urbancic, Michael B.; Walker, Mark – Journal of Economic Education, 2008
The authors present a simplified, "stripped-down" version of poker as an instructional classroom game. Although Stripped-Down Poker is extremely simple, it nevertheless provides an excellent illustration of a number of topics: signaling, bluffing, mixed strategies, the value of information, and Bayes's Rule. The authors begin with a description of…
Descriptors: Teaching Methods, Educational Games, Classroom Techniques, Case Method (Teaching Technique)
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Gareau, Stephen; Guo, Ruth – International Journal for the Scholarship of Teaching and Learning, 2009
This study examined the role of games in graduate-level instructional technology courses, where the curriculum includes complex abstract theory and hands-on, practical skills. A qualitative approach was used in the study, relying on classroom observations of student behavior (recorded by digital photographs), informal student verbal comments,…
Descriptors: Educational Games, Graduate Students, Educational Technology, Qualitative Research
Lee, Joey J. – ProQuest LLC, 2009
Serious Games are digital games with an educational, informative, or persuasive goal beyond mere entertainment (Abt, 2002). They are promising because they often contain features that appear to be useful for learning (Squire, 2004), eliciting behavioral or attitudinal change (Yee, 2007) or encouraging new perspective taking, empathy, and new ways…
Descriptors: Computer Games, Educational Games, Individual Development, Identification (Psychology)
University of Pittsburgh Office of Child Development, 2009
Just as mathematical ability begins to form in early childhood, so, too, does the knowledge gap separating low-income children from their more affluent peers, who generally enter school with much greater math knowledge. This gap is troubling given that early deficits in mathematical knowledge can have profound implications for future learning. One…
Descriptors: Mathematics Skills, Knowledge Level, Low Income Groups, At Risk Students
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Dudley, Dean; Baxter, David – Asia-Pacific Journal of Teacher Education, 2009
This paper reports the findings of an exploratory study concerning the development of higher-order conceptual understanding of Teaching Games for Understanding (TGfU) among physical education pre-service teachers. The development of such understandings has been seen as problematic among pre-service teachers (Randall, 2003). An analysis of the…
Descriptors: Physical Education, Physical Education Teachers, Student Evaluation, Preservice Teachers
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Akkerman, Sanne; Admiraal, Wilfried; Huizenga, Jantina – Computers & Education, 2009
A mobile and multimedia game designed for History education was analyzed in terms of how it is designed and how it was applied as a narrative learning environment. In History education, narrative can be argued to be very useful to overcome fragmentation of the knowledge of historical characters and events, by relating these with meaningful…
Descriptors: Learner Engagement, Teaching Methods, Instructional Effectiveness, Story Telling
Ash, Katie – Education Week, 2009
To build on classroom experiments and lectures, Daniel Sweeney has his 9th grade earth science students act out scientific concepts on a 15-by-15-foot mat on the floor of the room. Object-tracking cameras mounted on scaffolding around the space collect data based on the students' movements while immersing them in the experience through a video…
Descriptors: Academic Achievement, Earth Science, Scientific Concepts, Grade 9
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Chuang, Tsung-Yen; Chen, Wei-Fan – Educational Technology & Society, 2009
This experimental study investigated whether computer-based video games facilitate children's cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study explored the impact of the varied types of instructional delivery strategies on children's learning achievement. One major research null hypothesis was…
Descriptors: Video Games, Computer Assisted Instruction, Foreign Countries, Teaching Methods
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Williams, Douglas; Ma, Yuxin; Feist, Steven; Richard, Charles E.; Prejean, Louise – British Journal of Educational Technology, 2007
Game-based virtual learning environments have the potential to provide opportunities for engagement in authentic contexts while completing authentic tasks such as problem solving. However, research in problem-based learning indicates that scaffolding should be provided for learners to benefit from such learning environments. This paper describes…
Descriptors: Virtual Classrooms, Educational Games, Scaffolding (Teaching Technique), Coding
Donnelly, Laura – Teacher Magazine, 2007
When teaching science to kids, a visual approach is good. Humor is also good. And blowing things up is really, really good. At least that is what educators at the Exploratorium in San Francisco have found in the nine years since the museum began producing a live, off-the-cuff competition called Iron Science Teacher. Modeled after the Japanese cult…
Descriptors: Competition, Science Teachers, Museums, Science Instruction
Tate, Marcia L. – Corwin, 2012
Best-selling author Marcia L. Tate brings her trademark "dendrite-growing" teaching strategies to this practitioner-friendly collection of brain-compatible methods for engaging K-12 students in social studies. Included are 20 proven strategies and more than 200 grade-leveled activities for applying them. Teachers will find concrete ways to…
Descriptors: Social Studies, Learner Engagement, Problem Based Learning, Active Learning
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