NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 811 to 825 of 9,507 results Save | Export
Melanie Nelson – ProQuest LLC, 2024
Student behavior is a major concern for all teachers as classroom management is key to improving educational outcomes. Despite many schools utilizing punitive strategies, research suggests that positive behavior intervention supports (PBIS) are more appropriate and effective at improving student behavior. One such intervention, the Good Behavior…
Descriptors: Game Based Learning, Positive Behavior Supports, Student Behavior, Classroom Techniques
Peer reviewed Peer reviewed
Direct linkDirect link
Helen Bridle – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2024
Physically active learning is considered to enhance learning and additionally addresses health goals like increasing activity levels and reducing obesity. However, physically active learning has rarely been applied to science and engineering learning, or utilized with younger learners (e.g under sevens). This article describes a physically active…
Descriptors: Active Learning, Scientific Concepts, Teaching Methods, Biochemistry
Peer reviewed Peer reviewed
Direct linkDirect link
Kirk P. Vanacore; Ashish Gurung; Adam C. Sales; Neil T. Heffernan – Grantee Submission, 2024
Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of interventions --…
Descriptors: Gamification, Student Behavior, Computer Uses in Education, Intervention
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Kirk P. Vanacore; Ashish Gurung; Adam C. Sales; Neil T. Heffernan – Journal of Educational Data Mining, 2024
Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions remain scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of…
Descriptors: Gamification, Student Behavior, Computer Uses in Education, Intervention
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Adipat, Surattana; Laksana, Kittisak; Busayanon, Kanrawee; Asawasowan, Alongkorn; Adipat, Boonlit – International Journal of Technology in Education, 2021
A new approach to learning in the form of educational games has been adopted in recent years, especially in English language teaching. The educational game learning approach used to teach English to non-native English-speakers who use English as a second or foreign language has recorded great success. This study provides an innovative framework…
Descriptors: Learner Engagement, Learning Processes, Game Based Learning, English (Second Language)
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Lathwesen, Chantal; Belova, Nadja – Education Sciences, 2021
In the last decade, game-based learning has received growing attention in educational contexts in general and science education in particular. A recent game trend, which has also found its way into STEM classrooms, is escape rooms. In this type of game, players have to work through several puzzles to achieve a specific goal (mostly to escape from…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Cooperative Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Singh, Parmjit; Hoon, Teoh Sian; Nasir, Akmal Md; Ramly, Adlan Md; Rasid, Syazwani Md; Meng, Chew Cheng – International Journal of Evaluation and Research in Education, 2021
Given the hypothesis that card games form a strong tool capable of shaping the aforementioned interest, this study has developed a card game called Math Zap as a pedagogical tool for numeracy skills development in the context of mental computation. It is geared towards investigating the efficacy of this Math Zap card game, in facilitating the…
Descriptors: Game Based Learning, Educational Games, Numeracy, Mathematics Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Hodges, Georgia W.; Oliver, J. Steve; Jang, Yoonsun; Cohen, Allan; Ducrest, David; Robertson, Tom – Journal of Science Education and Technology, 2021
The use of serious educational games has the potential to increase student learning outcomes in science education by providing students with opportunities to explore phenomena in ways that vary from traditional instruction; yet, empirical research to support this assertion is limited. This study aimed to explore deeply what learning gains were…
Descriptors: Educational Games, Game Based Learning, Secondary School Science, Science Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Gable, Sara; Fozi, Afiah Mohd; Moore, Alex M. – Early Childhood Education Journal, 2021
This study evaluates the efficacy of a physically-active number learning game for young preschoolers. The intervention adapts Ramani and Siegler's (Child Develop 79(2):375-394, 2008) successful The Great Race by modifying the mode of play from seated at a table to jumping with two feet on a large game mat. 75 children (mean age: 46 months) in the…
Descriptors: Teaching Methods, Physical Activities, Numbers, Preschool Children
Peer reviewed Peer reviewed
Direct linkDirect link
Debeer, Dries; Vanbecelaere, Stefanie; Van Den Noortgate, Wim; Reynvoet, Bert; Depaepe, Fien – British Journal of Educational Technology, 2021
During the last decade, many governments and ed-tech companies have demonstrated an increased interest in digital personalised learning, which resulted in a variety of often game-like adaptive learning environments. However, there has been limited attention for the impact of these personalised learning technologies on children's learning…
Descriptors: Educational Games, Educational Technology, Individualized Instruction, Instructional Effectiveness
Hanebutt, Rachel – Global Family Research Project, 2021
There is growing interest in games as an exciting and engaging tool for professional development. At GFRP, we believe gamification holds promise for in-person and on-line professional development designed to build the capacity of teachers and all those who work to engage families in their multiple roles supporting their children's learning and…
Descriptors: Family Involvement, Educational Games, Change Strategies, Theory Practice Relationship
Rafael Leonardo da Silva – ProQuest LLC, 2021
Moral decision-making models in game environments have been increasingly reported in research. These models, however, focus on identifying affordances and goals of games and educational interventions rather than tracing the process of moral decision-making in game worlds. This dissertation study addresses this gap in the literature by presenting…
Descriptors: Moral Values, Decision Making, Video Games, Empathy
Yanning Yu – ProQuest LLC, 2021
Although there has been profound evidence showing the positive correlation between spatial abilities and math performances, we still know very little about how and why spatial thinking facilitates the learning of mathematics. This dissertation unpacks several aspects of mathematics that are embedded in learning and playing an ancient and rich game…
Descriptors: Spatial Ability, Thinking Skills, Mathematics Education, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Kim, Yoon Jeon; Knowles, Mariah A.; Scianna, Jennifer; Lin, Grace; Ruipérez-Valiente, José A. – British Journal of Educational Technology, 2023
Game-based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of…
Descriptors: Learning Analytics, Validity, Generalizability Theory, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Waluyo, Budi; Tran, Hoang Minh – TEFLIN Journal: A publication on the teaching and learning of English, 2023
Gamified online quizzes have gained popularity for their potential in enhancing student learning motivations, creating engaging lessons, and improving learning outcomes. Yet, its application and effectiveness in support of student vocabulary learning have only been explored in synchronous learning setting. This study, hence, extended the…
Descriptors: Gamification, Educational Games, Educational Technology, Vocabulary Development
Pages: 1  |  ...  |  51  |  52  |  53  |  54  |  55  |  56  |  57  |  58  |  59  |  ...  |  634