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Othman, Zainab; Zain, Nurul Hidayah Mat; Ismail, Ismassabah; Affandi, Sharifah Nor Syasya Syed Mohd; Noh, Nor Azida Mohamed; Yasin, Anita Mohd – International Journal of Evaluation and Research in Education, 2020
The purpose of this study was to evaluate the effectiveness of using an educational game application among driving school students on their understanding of driving rules and regulations. The application was developed and named as An Educational Game on the Theories of Driver Education Curriculum (DEC) to help students improve their visualization,…
Descriptors: Educational Games, Driver Education, Game Based Learning, Instructional Effectiveness
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Barquero-Ruiz, Carmen; Arias-Estero, José Luis; Kirk, David – European Physical Education Review, 2020
The assessment of tactics is a subject of great interest in physical education and sport pedagogy. However, the lack of knowledge of the topic and the variety of assessment instruments make the assessment of tactics difficult. This study aimed to describe assessment in relation to tactical learning outcomes through an analysis of assessment…
Descriptors: Teaching Methods, Educational Games, Physical Education, Evaluation Methods
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Scott, Rebecca A.; Rutner, Stephen M. – Information Systems Education Journal, 2020
This article illustrates the benefits of off the shelf simulation software to increase learning for students in the classroom. Furthermore, the use of a computer game presents a unique opportunity for increased understanding of transportation fundamentals in a fun environment. Another benefit is that the use of the simulation helps Millennial…
Descriptors: Educational Games, Transportation, Teaching Methods, Supply and Demand
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Isabelle, Diane A. – Decision Sciences Journal of Innovative Education, 2020
Gamification--the use of gameplay mechanics for nongame applications--enables learning by doing, yet questions abound about its effectiveness for education. This teaching brief reports on the gamification of an entrepreneurship course using a stand-alone gamification platform integrated with Shopify, a global e-commerce platform for online stores.…
Descriptors: Educational Games, Entrepreneurship, Business Administration Education, Experiential Learning
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Asan, Huri; Çeliktürk-Sezgin, Zuhal – Journal of Theoretical Educational Science, 2020
The aim of this study is to determine the effects of educational games used in lesson Turkish on primary school fourth-grade students' impromptu speaking skills and speaking anxiety. In the research, one of the semi-experimental models, pretest and posttest nonequivalent groups design was used. The study group consisted of 28 students in 4-A and…
Descriptors: Educational Games, Elementary School Students, Speech Skills, Anxiety
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Banting, Nat; Williams, Chad – Mathematics Teacher: Learning and Teaching PK-12, 2020
This article examines the mathematical activity of five-year-old Liam to explore the difference between the mathematics games designed for children and the children's games that emerge through playful activity. We propose that this distinction is a salient one for teachers observing mathematical play for evidence of mathematical sense making.
Descriptors: Mathematics Instruction, Educational Games, Teaching Methods, Play
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Risdiyanti, Irma; Prahmana, Rully Charitas Indra – Journal on Mathematics Education, 2020
In recent years, several researchers have tried to use stories and games as a starting point for learning mathematics. This is allegedly able to increase students' mathematical abilities and make learning mathematics more enjoyable. Therefore, this research is aimed to design a mathematics learning trajectory in pattern number using…
Descriptors: Mathematics Instruction, Teaching Methods, Instructional Design, Learning Processes
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Frischemeier, Daniel; Leavy, Aisling – Teaching Statistics: An International Journal for Teachers, 2020
Posing statistical questions is a fundamental and often overlooked component of statistical inquiry. In this paper, we provide an overview of shared understandings regarding what constitutes a good statistical question. We then describe three approaches--a checklist for improving statistical questions, a three-phase feedback activity, and a…
Descriptors: Statistics, Teaching Methods, Questioning Techniques, Check Lists
Lyndsey Aiono Conradi – ProQuest LLC, 2020
Extensive research illustrates the positive effects of inclusive education for all students, including those with severe disabilities. These positive effects can only occur if students with severe disabilities are successfully included in academic, behavioral, and social activities throughout the day. An inclusive model that can facilitate the…
Descriptors: Students with Disabilities, Student Behavior, Positive Attitudes, Social Behavior
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Ian Thacker; Hannah French; Shon Feder – International Journal of Science Education, 2025
Presenting novel numbers about climate change to people after they estimate those numbers can shift their attitudes and scientific conceptions. Prior research suggests that such science learning can be supported by encouraging learners to make use of given benchmark information, however there are several other numerical estimation skills that may…
Descriptors: Climate, Computation, College Students, Hispanic American Students
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Eadaoin J. Slattery; Paula Lehane; Deirdre Butler; Michael O'Leary; Kevin Marshall – Review of Education, 2025
Minecraft is a popular digital game-based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence-informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational-affective and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Children
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Edith Debrenti; Hajnal Annamária Bella – Acta Didactica Napocensia, 2025
Teachers in kindergarten, primary, and secondary schools use hands-on manipulatives to help students grasp concepts in areas such as numbers, operations, geometry, algebra, measurement, data analysis, and probability. These manipulatives and interactive games are essential for fostering mathematical understanding, enabling students to build,…
Descriptors: Mathematics Instruction, Elementary School Mathematics, Elementary School Students, Game Based Learning
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Xiaoxuan Fang; Davy Tsz Kit Ng; Wing Tung Tam; Manwai Yuen – Educational Technology Research and Development, 2025
In recent years, studies have discussed how to introduce computational thinking (CT) concepts in mathematics education through mobile app development. In this study, the design of mathematics lessons based on the 5E instructional model to extend the idea of CT in a mobile technology environment (i.e., mobile CT) was investigated. Twenty-three…
Descriptors: Computation, Thinking Skills, Mathematics Skills, Mathematics Education
Ioana Boghian, Editor; Gabriel Mares, Editor – Springer, 2025
This volume addresses issues related to inclusive education and gamification and offers practical ideas for using games and gamified learning as effective methodological tools in inclusive education and in promoting inclusion in education. The work is structured into a predominantly theoretical section, and an applicative, illustrative one. The…
Descriptors: Gamification, Inclusion, Teaching Methods, Educational Games
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Ebadi, Saman; Rasouli, Rezvan; Mohamadi, Mona – Interactive Learning Environments, 2023
Student response systems (SRS) have been used to provide teachers with immediate feedback on learners' performance to understand their weaknesses and strengths. This exploratory study is aimed at focusing on both distractive and facilitative aspects of using SRS in English as a foreign language (EFL) classes to assess learners' understanding of…
Descriptors: Foreign Countries, Undergraduate Students, Second Language Learning, English (Second Language)
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