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Kevin Larkin; Christina Lommatsch; Ilyse Resnick; Thomas Lowrie – Journal of Research on Technology in Education, 2023
This article describes the conceptual development of a learning app, "Representations", developed for preschool children (4-5 years of age). In this article we analyze how the app supported the development of logical reasoning via a variety of decoding, encoding, conditionals and debugging activities, which were supported in the game…
Descriptors: Educational Technology, Technology Uses in Education, Preschool Children, Child Development
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Joseph Osunde; Liz Bacon; Lachlan Mackinnon – Electronic Journal of e-Learning, 2023
Research has shown that e-learning games do not have the same level of appeal to girls, as they do to boys; particularly in the crucial 11-14 age group. In the United Kingdom, this is typically when they start to make subject choices that impact their future studies and careers. Given the shortage of females who choose computer science as a…
Descriptors: Educational Games, Electronic Learning, Gender Differences, Females
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Lee, Sangmin-Michelle – IEEE Transactions on Learning Technologies, 2023
EFL students often struggle with second language (L2) learning, particularly because they learn L2 out of context, which they find unmeaningful and demotivating. To provide a meaningful context for L2 learning and make learning more interesting, the present study utilized a customizable metaverse platform. First, we developed a scenario of a rose…
Descriptors: Second Language Learning, English (Second Language), Computer Simulation, Technology Uses in Education
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Abigail Erskine; Laura Bofferding; Sezai Kocabos; Haoran Tang – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
As elementary students begin to program using tangible blocks, they must coordinate their use of counting with the movements, directions, and numbers they use to move a character. In our study, we analyzed 13 first graders' first attempts at coordinating these elements when playing a programming game on the iPad that used tangible programming…
Descriptors: Elementary School Students, Elementary School Mathematics, Grade 1, Computation
LaToyia Jones Stewart – ProQuest LLC, 2023
Attention deficient hyperactivity disorder (ADHD) is the most common childhood neurodevelopment disorder, and digital serious game use has recently shown significant promise in this psychotherapeutic area. Digital serious games have also been used as an innovative teaching and learning approach. The purpose of this study was to explore middle…
Descriptors: Middle School Teachers, Teacher Attitudes, Attention Deficit Hyperactivity Disorder, Students with Disabilities
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Kassem Hallal; Sami Tlais – Journal of Chemical Education, 2023
Educational games are effective learning tools frequently used to motivate students and enhance their engagement in the learning process. Using these games in challenging courses, such as organic chemistry, creates a more engaging and student-friendly learning environment that can enhance students' learning. Drawing organic compounds and…
Descriptors: Organic Chemistry, Science Instruction, Puzzles, Teaching Methods
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Jennifer A. Cardenas Castaneda; Pei-Chun Lin; Patrick C. K. Hung; Hua-Xu Zhong; Hao-An Tseng; Yung-Fa Huang; Rafiq Ahmad – Smart Learning Environments, 2025
Education in science, technology, engineering, and mathematics (STEM) is essential to achieving continued technological advancement. The most critical years for instilling knowledge are during childhood, and a strategic way to accomplish this is through playful materials. Therefore, there is a need to develop more inclusive solutions to achieve…
Descriptors: Instructional Design, STEM Education, Visual Impairments, Students with Disabilities
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Sara Ekström; Lena Pareto; Sara Ljungblad – Education and Information Technologies, 2025
There is a growing interest in whether social robots, which are embodied and exhibit human-like behaviour, can be used for teaching and learning. Still, very few studies focus on the teacher's role. This study focuses on how a teacher acted in a learning-by-teaching activity with 20 children. In this small-scale field experiment, the teacher's…
Descriptors: Mathematics Instruction, Cooperative Learning, Scaffolding (Teaching Technique), Video Games
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Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
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Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
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Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
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Elena Carrión Candel; Cristina de-la-Peña; Beatriz Chaves-Yuste – Turkish Online Journal of Distance Education, 2025
The use of gamified digital tools has become a key and dynamic component in the work of educators, playing a crucial role in shaping various educational tasks. These tools offer a more playful, effective, and interactive learning experience aimed at increasing student motivation and providing immediate feedback. Based on these principles, this…
Descriptors: Educational Technology, Technology Uses in Education, Gamification, Educational Games
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Serap Cavkaytar; Gizem Yildiz – Support for Learning, 2025
The aim of this research is to determine the functional reading teaching experiences of special education teacher candidates studying in the final year of the faculty of education special education teaching program. Teacher candidates' functional reading teaching experiences, the difficulties they experienced in functional reading teaching, and…
Descriptors: Reading Instruction, Special Education, Preservice Teachers, Special Education Teachers
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Nergiz Teke; Tugba Bas – European Journal of Education, 2025
Early literacy skills, the basis of literacy skills, can be introduced to children through various stimuli and are supported by digital games with the increasing use of technology. This study aims to investigate the games children can download from the Play Store, which has high accessibility and allows them to play offline many times, regarding…
Descriptors: Emergent Literacy, Computer Games, Educational Games, Computer Oriented Programs
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Ruta Pirta-Dreimane; Agne Brilingaite; Evita Roponena; Karen Parish; Janis Grabis; Ricardo Gregorio Lugo; Martinš Bonders – Technology, Knowledge and Learning, 2025
Incorporating gamification elements and innovative approaches in training programs are promising for addressing cybersecurity knowledge gaps. Cybersecurity education should combine hard and soft skill development when building the capacity to manage cyber incidents requiring timely communication, team collaboration, and self-efficacy in risk…
Descriptors: Computer Security, Computer Science Education, Educational Games, Gamification
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