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José María Gavilán-Izquierdo; Inés Gallego-Sánchez – Journal of Education for Teaching: International Research and Pedagogy, 2025
This research considers the need to train teachers who can effectively integrate technology for teaching and learning mathematics. The primary goal of this research is to showcase a successful training experience by identifying and describing some indicators of the technological pedagogical content knowledge acquired by pre-service early childhood…
Descriptors: Technological Literacy, Pedagogical Content Knowledge, Mathematics Instruction, Mathematical Concepts
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Ya-Wen Cheng; Yuping Wang; Yu-Jie Cheng; Nian-Shing Chen – Computer Assisted Language Learning, 2024
Existing research has established immense importance in contextual learning for second language development. However, to provide real-life context in the learning of a foreign language is challenging. To help create such a learning environment, our previous research developed an innovative system called the R&T System, utilizing robots (R) and…
Descriptors: Robotics, Internet, Game Based Learning, Children
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Angelos Sofianidis; Christos Skraparlis; Nayia Stylianidou – Journal of Science Education and Technology, 2024
This paper presents and discusses the inclusive inquiry-based alternate reality game (IB-ARGI) approach, a pedagogical gamified approach supporting inclusive contemporary educational contexts. The IB-ARGI approach comprises Inquiry-based Learning, Alternate Reality Games, Universal Design for Learning and Augmented Reality technology in order to…
Descriptors: Inquiry, Access to Education, Computer Simulation, Computer Games
Aaron Howard Pomeranz – ProQuest LLC, 2024
Struggling math students often have difficulty developing a sense of self-efficacy and intrinsic motivation to learn math, which has been found to predict future math achievement (Pitsia et al., 2017). Conventional methods of math instruction and assessment may provoke elevated levels of math anxiety for many students, which has been found to…
Descriptors: Grade 5, Mathematics Education, Mathematics Achievement, Mathematics Anxiety
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Christine Wusylko; Kara Dawson; Pavlo Antonenko; Zhen Xu – Journal of Technology and Teacher Education, 2024
Cybersecurity educational efforts are urgently needed to introduce young people to the profession and give students and teachers cybersecurity knowledge to protect themselves from increasing cybercrime. In this study, 56 elementary preservice teachers participated in a 3-hour intervention within a technology integration course that introduced them…
Descriptors: Computer Security, Technology, Preservice Teacher Education, Preservice Teachers
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Iris Lim – Education and Information Technologies, 2024
Teaching soft skills like team dynamics and critical thinking in content-heavy higher education curriculum can be challenging. Employing educational escape rooms is a novel game-based learning strategy in various disciplines, including health sciences. Escape rooms provide the opportunity for a group to work together as they solve puzzles within a…
Descriptors: Neurosciences, Educational Games, Program Design, Program Implementation
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Dilan Kisikyol; Matthias Grünke; Jennifer Karnes; Anne Barwasser – Insights into Learning Disabilities, 2024
This single case study (multiple baselines) evaluates the efficacy of an intervention called "reading racetracks" among three eight-year-old boys with diverse backgrounds, including learning disabilities, limited language proficiency due to migration, and socio-economic challenges. Conducted over three weeks, the training demonstrated…
Descriptors: Reading Instruction, Reading Skills, Students with Disabilities, Learning Disabilities
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Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
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Mario de la Puente – Interactive Learning Environments, 2024
The present study investigates the impact of the educational game Sociopolis on student engagement in the context of tenth-grade social science education. Employing a mixed-methods approach, this research examines engagement behaviors quantitatively and categorically. The participant pool consists of 183 students from four public schools in…
Descriptors: Foreign Countries, Educational Games, Gamification, Game Based Learning
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Pamella Mayumi Dias Inamori; Camilo Lellis-Santos – Advances in Physiology Education, 2024
Reading nutrition facts labels is a competency for which training is given in several nutrition education programs, especially in obesity outreach workshops. The Top Trumps-style card game is commonly used in obesity prevention educational programs to engage participants in reading nutrition facts labels; however, the success of TV cooking shows…
Descriptors: Merchandise Information, Nutrition, Obesity, Outreach Programs
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Toda, Armando M.; Palomino, Paula T.; Oliveira, Wilk; Rodrigues, Luiz; Klock, Ana C. T.; Gasparini, Isabela; Cristea, Alexandra I.; Isotani, Seiji – Educational Technology & Society, 2019
One of the main goals of gamification in educational settings is to increase student motivation and engagement. To facilitate the design of gamified educational systems, in recent years, studies have proposed various approaches (e.g., methodologies, frameworks and models). One of the main problems, however, is that most of these approaches are…
Descriptors: Educational Games, Game Based Learning, Design, Taxonomy
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Merle, James L.; Cook, Clayton R.; Pullmann, Michael D.; Larson, Madeline F.; Hamlin, Corinne M.; Hugh, Maria L.; Brewer, Stephanie K.; Duong, Mylien T.; Bose, Mahasweta; Lyon, Aaron R. – School Mental Health, 2023
Group-based didactic training is a cornerstone implementation strategy used to support the adoption and delivery of evidence-based prevention programs (EBPP) by teachers in schools, but it is often insufficient to drive successful implementation. Beliefs and Attitudes for Successful Implementation in Schools for Teachers (BASIS-T) is a…
Descriptors: Elementary School Teachers, Teacher Education, Consultation Programs, Program Implementation
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Oflaz, Gülçin – Educational Policy Analysis and Strategic Research, 2023
If chosen carefully according to teaching purposes and incorporated into the curriculum, games can enhance teaching and learning. The use of didactic games while teaching maths can support students' motivation and performance during the lesson. Therefore, educational games should be preferred in maths classes as an alternative teaching method. In…
Descriptors: Educational Games, Preservice Teachers, Mathematics Teachers, Models
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Hudson, Brian; Gericke, Niklas; Olin-Scheller, Christina; Stolare, Martin – Journal of Curriculum Studies, 2023
This paper outlines the development of a comparative research framework in subject didactics and applies this in the process of analysing the transformations from academic disciplines across different school subjects. The theoretical framework builds on the concepts of 'powerful knowledge' and 'transformation' and 'epistemic quality' within which…
Descriptors: Epistemology, Intellectual Disciplines, Knowledge Level, Transformative Learning
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Felix, Zildomar Carlos; Machado, Liliane S.; Vianna, Rodrigo Pinheiro de Toledo – International Journal of Game-Based Learning, 2023
Domestic violence against women has been a serious social and public health problem faced by contemporary society. This type of violence has grown in recent years, placing the woman not only as a victim of the aggressor but also of a sexist culture established over time. One of the ways to combat this problem is through prevention based on…
Descriptors: Family Violence, Females, Victims, Gender Bias
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