NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 1,216 to 1,230 of 9,507 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Kalmpourtzis, George – British Journal of Educational Technology, 2019
This paper presents a teaching experiment with preschoolers, considering games as means for presenting problem-based situations and focusing on the development of game design in connection to problem posing skills. The study was conducted in a focus group of eighteen 5-6-year-old students who participated in game design sessions, compared to a…
Descriptors: Preschool Children, Teaching Methods, Educational Games, Problem Solving
Christian Lopez Bencosme – ProQuest LLC, 2019
The objective of this dissertation is to empirically test the effects of personalized gamification on individuals' performance. In order to achieve this objective, multiple experiments and case studies are conducted, and methods to help in the design of personalized and adaptive gamified applications are presented. Gamification aims to implement…
Descriptors: Gamification, Individualized Instruction, Assistive Technology, Personality Traits
Peer reviewed Peer reviewed
Direct linkDirect link
Cheng, Meng-Tzu; Huang, Wei-Yu; Hsu, Mei-En – British Journal of Educational Technology, 2020
Game-based learning environments typically elicit a variety of emotions; however, the influence of emotions on game-based learning is basically underemphasized. This study sought to investigate how emotions are related to science learning in a gaming context. "Humunology," an educational game for learning about the human immune system,…
Descriptors: Psychological Patterns, Outcomes of Education, Science Instruction, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Niemelä, Marko; Kärkkäinen, Tommi; Äyrämö, Sami; Ronimus, Miia; Richardson, Ulla; Lyytinen, Heikki – British Journal of Educational Technology, 2020
Serious games are designed to improve learning instead of providing only entertainment. Serious games analytics can be used for understanding and enhancing the quality of learning with serious games. One challenge in developing the computerized support for learning is that learning of skills varies between players. Appropriate algorithms are…
Descriptors: Educational Games, Game Based Learning, Learning Analytics, Reading Skills
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Gatti Junior, Wilian; Marasco, Emily; Kim, Beaumi; Behjat, Laleh – Papers on Postsecondary Learning and Teaching, 2020
Design thinking is an important concept presented in entrepreneurship education. However, the cognitive aspect of design thinking has been neglected by business teaching and learning practices. The aim of this paper is to present a game-based pedagogy to support the cognitive aspect of design thinking and to promote this approach as an alternative…
Descriptors: Design, Entrepreneurship, Business Administration Education, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Wilson, Shellyanne – INFORMS Transactions on Education, 2020
The Tangibles in Operations Strategy (TANGOS) exercise provides students with the direct experience of designing a firm's operations function. Specifically, students must engage in decision making with respect to the structural decision areas in a firm's operations strategy, by considering the firm's product strategy and span of control, process…
Descriptors: Educational Games, Experiential Learning, Active Learning, Design
Peer reviewed Peer reviewed
Direct linkDirect link
Bui, Phuong; Rodríguez-Aflecht, Gabriela; Brezovszky, Boglárka; Hannula-Sormunen, Minna M.; Laato, Samuli; Lehtinen, Erno – Educational Technology Research and Development, 2020
Serious games for learning have received increased attention in recent years. However, empirical studies on students' gaming experiences throughout the developmental process of serious games and discussions regarding game design are missing. The aims of the present study were to analyze students' gaming experiences while playing four consecutive…
Descriptors: Student Experience, Educational Games, Design, Mathematics Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Bayeck, Rebecca Y. – Educational Technology Research and Development, 2020
This study is a review of video games studies completed in South Africa. This paper looked at existing research on video games in South Africa in order to understand the research approaches used, and the learning outcomes found in respect to findings from studies in the western world. Interestingly, the study shows similarities in the learning…
Descriptors: Video Games, Educational Games, Game Based Learning, Educational Research
Peer reviewed Peer reviewed
Direct linkDirect link
Hodges, Georgia W.; Flanagan, Kayla; Lee, Juyeon; Cohen, Allan; Krishnan, Sandhya; Ward, Cynthia – Journal of Research in Science Teaching, 2020
Serious educational gameplay continues to gain traction in K-12 educational settings, as access to novel technologies increases. Increased access to computers and other devices has shifted the landscape of the classroom, increasing students' screen-time, as technology infused lessons replace other learning experiences. Amid this context, our…
Descriptors: Educational Games, Hands on Science, Elementary School Science, Elementary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Talan, Tarik; Dogan, Yunus; Batdi, Veli – Journal of Research on Technology in Education, 2020
The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this…
Descriptors: Educational Games, Game Based Learning, Instructional Effectiveness, Academic Achievement
Peer reviewed Peer reviewed
Direct linkDirect link
Reddick, Ronica; Smith, Daniel Leeman – Teaching Artist Journal, 2020
In this article, we present a case study review of an educational, semi-collaborative role-playing game designed to provide participants the opportunity to practice soft skills identified by industry leaders as vital to one's success in the business sector. We discuss the successes of using theatre techniques as a gymnasium for social emotional…
Descriptors: Role Playing, Educational Games, Theater Arts, Social Emotional Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Russo, James; Russo, Toby – Australian Primary Mathematics Classroom, 2020
Regular contributors James and Toby Russo return with a sixth principle for educationally-rich mathematical games--almost all mathematical games have the potential to be transformed into an investigation. This article builds on their earlier piece with Leicha A Bragg (APMC 23(3), 30-34). [For "Five Principles of Educationally Rich…
Descriptors: Educational Games, Mathematics Instruction, Elementary School Teachers, Foreign Countries
DeWitt, Sara – ZERO TO THREE, 2020
This article provides an overview of the PBS KIDS production process and discusses how the network approaches the creation of educational media for children in this digital, multiplatform age. Multiple research studies show that children can benefit from highquality video and digital games, especially when parents also engage with that media…
Descriptors: Educational Television, Educational Games, Young Children, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Groves, Emily A.; Austin, Jennifer L. – School Psychology Review, 2020
The Good Behavior Game (GBG) is a classroom management intervention whereby students earn points toward a particular criterion to "win" the game. Typically, students know the criterion at the start of the game. However, this approach may cause behavior to deteriorate if, during the game, students believe that they have already won or…
Descriptors: Student Behavior, Behavior Problems, Educational Games, Classroom Techniques
Peer reviewed Peer reviewed
Direct linkDirect link
VanMaaren, Victoria; Daniels, Stephanie; Ignacio, Peter; McCurdy, Merilee; Skinner, Christopher H. – Journal of Positive Behavior Interventions, 2020
Inappropriate behaviors are common during hallway transitions. Researchers have successfully reduced hallway transition times using the Timely Transitions Game, which involves applying interdependent group rewards delivered contingent upon a class's transition time. A multiple-baseline design was used to evaluate effects of a modified Timely…
Descriptors: Student Behavior, Behavior Problems, Elementary School Students, Positive Behavior Supports
Pages: 1  |  ...  |  78  |  79  |  80  |  81  |  82  |  83  |  84  |  85  |  86  |  ...  |  634