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Alex Kourchev – AERA Online Paper Repository, 2024
This study explores different conceptualizations of creativity within an educational setting, using textual coding and network mapping on data from a creativity-focused course. Two primary conceptualizations emerged: the Freedom-Possession and Playful-Adaptation conceptualizations. Each was associated with unique practices and elements of the…
Descriptors: Creativity Tests, Creativity, Creative Thinking, Creative Activities
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Baserer, Dilek – World Journal of Education, 2020
Learning with activities is a method of learning where learning process is much easier with practical applications rather than theoretical structure of information given to learn a subject. As learning with activities contain practical applications, it is of great importance in teaching a learning outcome of any teaching program. For that reason,…
Descriptors: Experiential Learning, Logical Thinking, Units of Study, Educational Games
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Sowell, Marsha – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2020
Since 2007, escape rooms have become increasingly popular in mainstream society. The heightened sense of urgency felt when participating in escape games, united with the possibility of engaging students both in academic and soft-skills has led teachers to add escape games to the list of game-based strategies increasingly used in classrooms.…
Descriptors: Game Based Learning, Problem Solving, Cooperative Learning, Middle School Students
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Rodriguez, Jon-Marc G.; Bain, Kinsey; Towns, Marcy H. – International Journal of Research in Undergraduate Mathematics Education, 2020
Mathematics is used in the physical sciences to describe and model phenomena, resulting in a unique interface between mathematics and disciplines such as chemistry and physics. This paper focuses on themes emerging from a larger project that investigated how students understand and use mathematics in chemical kinetics, a field of study concerned…
Descriptors: Epistemology, Educational Games, College Mathematics, Chemistry
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Hong, Bei – Journal of Economic Education, 2020
In this article, the author describes a classroom experiment in which participants make decisions to achieve the lowest-cost production. Student volunteers acting as smartphone companies are provided with confidential information representing their own cost of production and are asked to make trade decisions to form a supply chain at the lowest…
Descriptors: Supply and Demand, Educational Games, Educational Experiments, Class Activities
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de la Fuente-Anuncibay, Raquel; Sapio, Nicola; Ortega-Sánchez, Delfín; Cuesta Gómez, José Luis – SAGE Open, 2023
The application of edutainment and gamification resources as complementary methodologies allows to reinforce and facilitate the internalization of learning, although there are hardly any studies that relate its use to the organizational culture of educational establishments. This research aims to assess the effectiveness of the…
Descriptors: Gamification, Elementary Education, Nutrition Instruction, Elementary School Teachers
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Lutfi, Achmad; Aftinia, Fitria; Permani, Bintari Eka – Journal of Technology and Science Education, 2023
This study aims to obtain the game as a gamification in education that is appropriate to be used for hydrocarbon learning media based on the validity, practicality, and effectiveness of the game. The research method used is the research and development method, the study was conducted in East Java High School-Indonesia. Validity is obtained from…
Descriptors: Gamification, Educational Games, Science Education, Chemistry
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Medero, Gema Sánchez; Pastor Albaladejo, Gema; Cuevas Lanchares, Juan Carlos; Soto Sainz, Oliver; Pérez Hernanz, Julio; García Solana, María José; Resina de la Fuente, Jorge; Mairal Medina, Pilar – Contemporary Educational Technology, 2023
The creation of educational audio-visual materials has recently become popular. It is an innovative and entertaining practice, which can reach millions of people through social networks and YouTube. For this reason, this specific was designed for students enrolled in the following three modules: The Spanish political system, public administration…
Descriptors: Instructional Materials, Audiovisual Aids, Foreign Countries, Political Science
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Cuschieri, Sarah; Narnaware, Yuwaraj – Anatomical Sciences Education, 2023
Anatomy is physiotherapy's foundation. However, undergraduate classroom learning and knowledge acquisition-retention remain questionable. This study explored the possibility of improving this learning experience and evaluates the gross anatomy of abdomen and pelvis short-term knowledge retention among first-year physiotherapy students in Malta.…
Descriptors: Anatomy, Physical Therapy, Undergraduate Study, College Freshmen
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Andrew, Lesley; Barwood, Donna; Boston, Julie; Masek, Martin; Bloomfield, Lauren; Devine, Amanda – Education and Information Technologies, 2023
Digital gaming has broad appeal globally, with a reported 2.7 billion gamers worldwide. There is significant interest in using games to enhance learning, with 'serious games' being included in classrooms to engage adolescents' learning across a range of domains. A systematic scoping review of serious games used for health promotion with…
Descriptors: Adolescents, Health Promotion, Educational Games, Games
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Yaman, Havva; Bekar, Seyma Nur; Yildiz, Hakan; Koyun, Salih; Nas, Sibel Er – Science Education International, 2023
To employ educational games in education as intended, it is required to show students' cognitive structures for this concept. As a result, the purpose of this research was to reveal the cognitive structures of secondary school students regarding educational games. The research was a survey-based descriptive study. A total of 340 secondary school…
Descriptors: Middle School Students, Elementary School Students, Grade 5, Grade 6
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Güzel, Serhat – Journal of Educational Technology and Online Learning, 2023
With the advances in understanding contemporary instruction and the emphasis on online learning, alternative ways to keep instruction functional are sought constantly. Gamified environments are among the most widespread techniques used to enrich online instructional experiences due to motivation and engagement dimensions. In this context, the…
Descriptors: English (Second Language), Second Language Instruction, Language Teachers, Preservice Teachers
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Itani, Nobuhiko – Educational Studies in Japan: International Yearbook, 2023
This study investigates the relation between Viola Spolin's methodology of theatrical education and Konstantin Stanislavski's. It elucidates major similarities and diff erences between Spolin's theater games and Stanislavski's system in more detail than previous research. This investigation belongs to a research project on the origins of Spolin's…
Descriptors: Theater Arts, Educational History, Creative Activities, Comparative Analysis
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Naruemon Sitthikrai; Chulida Hemtasin; Tawan Thongsuk – Journal of Education and Learning (EduLearn), 2023
The objectives of this action research were: (1) To develop learning achievement in basic science subjects of grade 8 students who received an inquiry-based learning (IBL) management system combined with an educational game on the topic of solutions to pass the requirement of 70%; and (2) To study the satisfaction of grade 8 students toward the…
Descriptors: Academic Achievement, Active Learning, Inquiry, Educational Games
Yong Zeng – ProQuest LLC, 2023
This dissertation delves into the pedagogical implications of handheld/mobile game features on EFL learners' vocabulary learning outcomes. The research is segmented into two comprehensive studies. The first study, a systematic review spanning from 2011 to July 2022, scrutinizes empirical research detailing the correlation between various game…
Descriptors: Educational Technology, Handheld Devices, Game Based Learning, English (Second Language)
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