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Lewallen, Kate – Knowledge Quest, 2019
Breakout boxes are similar to the escape rooms that have popped up all over the country in the past few years. In an escape room, you and your friends are locked in a room and given a scenario and a time limit. You must work together to solve a number of puzzles to get out of the room before time runs out. Breakout boxes center around boxes, each…
Descriptors: Teaching Methods, School Libraries, Library Materials, Inquiry
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Whitton, Nicola; Langan, Mark – Teaching in Higher Education, 2019
In an increasingly neoliberal Higher Education sector, there is increased pressure on institutions to enhance learner engagement and student satisfaction. Many academics believe that students expect their university learning experiences to be enjoyable, and discourses of game-based learning reflect this, with a dominant narrative highlighting the…
Descriptors: Higher Education, Undergraduate Students, Foreign Countries, Educational Games
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Tarasova, Maria V. – Journal of the National Collegiate Honors Council, 2019
Honors colleges often serve as laboratories for pedagogical innovation, where new learning strategies and technologies are created both in the sphere of honors education and in the broader context of universities. This study describes a method of "organizational activity games" (OAG) introduced in the honors college of Siberian Federal…
Descriptors: Educational Games, Game Based Learning, Individual Development, Honors Curriculum
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Goi, Chai-Lee – Journal of Education for Business, 2019
The use of business simulation games plays a crucial role in teaching and learning even though it has been used for 60 years since the modern business simulation games started in 1955. Even previous studies have demonstrated the effectiveness of business simulation games used in teaching and learning; however, the major concerns that need to be…
Descriptors: Computer Games, Computer Simulation, Business Administration Education, Employment Potential
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Winger, Amy – Distance Learning, 2018
What do quizzes, gamification, infographics, and videos all have in common? They can all be prepared in bite-sized chunks of information. Such forms of multimedia capitalize on presenting information in short segments of information. Furthermore, with media platforms such as Twitter, Facebook, and Instagram so heavily accessed, many people are…
Descriptors: Teaching Methods, Electronic Learning, Best Practices, Tests
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Wilson, Shellyanne – Decision Sciences Journal of Innovative Education, 2018
Understanding bottlenecks is an in-class experiential learning exercise designed to improve students' understanding of production system capacity issues. After an introductory teaching session on capacity and constraint management, students are formed into groups of six to assume the roles of one raw material handler, four production workers, and…
Descriptors: Experiential Learning, Class Activities, Business Administration Education, Group Activities
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Smith, Donald A. – Physics Teacher, 2018
Games have often been used in the classroom to teach physics ideas and concepts, but there has been less published on games that can be used to teach scientific thinking. D. Maloney and M. Masters describe an activity in which students attempt to infer rules to a game from a history of moves, but the students do not actually play the game. Giving…
Descriptors: Physics, Science Instruction, Scientific Concepts, Educational Games
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Veryaeva, Kseniya; Solovyeva, Olga – International Journal of Distance Education Technologies, 2021
Gamification becomes an important and widely used instrument in online learning, and it affects users' experience. However, recent research on the interaction between a user and technology, in the online learning platform, tends to study gamification separately. This paper aims to overcome the research gap, exploring the relationships between user…
Descriptors: Game Based Learning, Educational Games, Electronic Learning, Affordances
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Kesicioglu, Oguz Serdar – South African Journal of Education, 2021
The research reported on here was designed in a qualitative approach to present the opinions of pre-service pre-school teachers on the use of mathematics activities. The sample consisted of 10 pre-service teachers, who in their fourth year of pre-school education in the teaching department in 2017 to 2018. The pre-service teachers in the study…
Descriptors: Preservice Teachers, Preschool Teachers, Student Attitudes, Mathematics Instruction
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Bin Qushem, Umar; Christopoulos, Athanasios; Oyelere, Solomon Sunday; Ogata, Hiroaki; Laakso, Mikko-Jussi – Education Sciences, 2021
Personalized or precision education (PE) considers the integration of multimodal technologies to tailor individuals' learning experiences based on their preferences and needs. To identify the impact that emerging multimodal technologies have on personalized education, we reviewed recent implementations and applications of systems (e.g., MOOCs,…
Descriptors: Individualized Instruction, Technology Integration, Multimedia Materials, Instructional Effectiveness
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Farihah, Mohd Jamel; Mohd Norawi, Ali; Nur Jahan, Ahmad – Journal of Turkish Science Education, 2021
The study was conducted to identify the needs and specifications of a STEM Module based on a game approach in teaching science for lower secondary school students. In this study, the needs analysis was carried out on purposively selected science teachers from different schools in the northern district of Kedah, Malaysia. The data was collected…
Descriptors: Science Instruction, STEM Education, Game Based Learning, Secondary School Science
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Kroustalli, Chrysoula; Xinogalos, Stelios – Education and Information Technologies, 2021
Serious games, or else educational games, for programming are considered to have a positive impact on learning programming. Specifically, serious games are considered to motivate students and engage them in playing and learning programming. However, more research is required in order to study their effects in learning programming, as well as their…
Descriptors: Instructional Effectiveness, Teaching Methods, Computer Science Education, Programming Languages
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Shivarajan, Sridevi; Andrews, Rick – Management Teaching Review, 2021
Emotional intelligence (EI) is emerging as critical to success in today's workplaces. Business schools must, therefore, equip students with techniques to develop their emotional intelligence. EI is learnable, and research indicates that active and experiential approaches are more effective in developing EI than lecture-based methods. We,…
Descriptors: Creative Activities, Emotional Intelligence, Training Methods, Skill Development
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Alper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa – International Journal of Technology in Education and Science, 2021
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information,…
Descriptors: Educational Research, Educational Technology, Technology Integration, Instructional Effectiveness
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Parrondo, M.; Rayon-Viña, F.; Borrell, Y. J.; Miralles, L. – Applied Environmental Education and Communication, 2021
"Sustainable Sea" is a strategy game developed for educational purposes in which players assume the role of fishermen while learning concepts related to the sustainable management of fishing resources. Players earn points as they apply sustainable policies. The game was tested on high-school students and students pursuing bachelor's and…
Descriptors: Educational Games, Animal Husbandry, Sustainable Development, High School Students
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