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Ravndal, Stian; Johansen, Ørjan Zazzera; Hammeraas, Gunhild – Journal of Museum Education, 2020
In the interactive game Battle developed by the Garborg Center, a literary museum in Norway, the players face an engaging political case: a fictive nation is considering changing its own unique official language to English. Four interest groups debate the language situation, from different standpoints. Identity, culture, and democracy are all in…
Descriptors: Foreign Countries, English (Second Language), Official Languages, Cultural Background
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Annetta, Leonard; Lamb, Richard; Bressler, Denise M.; Vallett, David B. – International Journal of Game-Based Learning, 2020
The purpose of this study was to identify the underlying cognitive attributes used during the design and development of science-based serious educational games. Study methods rely on a modification of cognitive diagnostics, item response theory, and Bayesian estimation with traditional statistical techniques such as factor analysis and model fit…
Descriptors: Educational Games, Cognitive Processes, Artificial Intelligence, 21st Century Skills
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Veldkamp, Alice; Daemen, Joke; Teekens, Stijn; Koelewijn, Stefan; Knippels, Marie-Christine P. J.; van Joolingen, Wouter R. – British Journal of Educational Technology, 2020
In this paper, we present an escape box as a means to introduce the escape room concept into classrooms. Recreational escape rooms have inspired teachers all over the world to adapt the popular entertainment activity for education. Escape rooms are problem-based and time-constrained, requiring active and collaborative participants, a setting that…
Descriptors: Teaching Methods, Recreational Activities, Problem Based Learning, Time Management
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Wu, Ling; Kim, Minkang; Markauskaite, Lina – British Journal of Educational Technology, 2020
There is an emerging concern that modern technology-saturated environments, particularly computer games, are inhibiting the development of children's empathic behaviour and social skills. We argue that the solution is embedded in the problem when hybrid learning design blends real-life social interpersonal interactions with digital…
Descriptors: Young Children, Empathy, Childrens Attitudes, Delivery Systems
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Stancin, Kristian; Hoic-Božic, Nataša; Skocic-Mihic, Sanja – Informatics in Education, 2020
The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases.…
Descriptors: Game Based Learning, Students with Disabilities, Intellectual Disability, Literature Reviews
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Ramani, Geetha B.; Daubert, Emily N.; Lin, Grace C.; Kamarsu, Snigdha; Wodzinski, Alaina; Jaeggi, Susanne M. – Developmental Science, 2020
Sources that contribute to variation in mathematical achievement include both numerical knowledge and general underlying cognitive processing abilities. The current study tested the benefits of tablet-based training games that targeted each of these areas for improving the mathematical knowledge of kindergarten-age children. We hypothesized that…
Descriptors: Educational Games, Mathematics Education, Number Concepts, Short Term Memory
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Can, Derya – Journal of Theoretical Educational Science, 2020
The aim of this study is to examine the games in ABCya (https://www.abcya.com/) based on the learning trajectories for the development of number concept. To achieve this aim in the study it was examined which ABC educational game application support the learning trajectory and the development level related to number concept of games. This research…
Descriptors: Concept Formation, Number Concepts, Computer Games, Educational Games
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Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Journal of Interactive Learning Research, 2020
This study explored the effects of an organiser-supported learning game on ninth graders' science concept learning, perceptions of learning, enjoyment, and willingness to learn. A learning game (Force Hero) was modified from a commercial game, and a pre-test, a post-test, and a questionnaire were employed. In the game, students used their avatars'…
Descriptors: Grade 9, High School Students, Science Education, Educational Games
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Kuo, Wei-Chen; Hsu, Ting-Chia – Asia-Pacific Education Researcher, 2020
This study utilized unplugged computational thinking learning material named Robot City as the instructional material. The board game corresponds to structural programming, including sequential structure, conditional structure, repetitive structure, and the modeling concept of calling a procedure in programming languages. According to the…
Descriptors: Thinking Skills, Computation, Educational Games, Instructional Materials
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Öztürk, Çilem; Kormaz, Özgen – Participatory Educational Research, 2020
The aim of this study is to determine the effects of educational games on students' academic achievement, attitudes towards the course and cooperative learning skills. Semi-experimental research design with pretest posttest control group was used. The study group consisted of 60 students at 5th grade secondary school. In this process, the topics…
Descriptors: Game Based Learning, Instructional Effectiveness, Academic Achievement, Social Studies
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Buil, Isabel; Catalán, Sara; Martínez, Eva – British Journal of Educational Technology, 2020
This research draws on the self-system model of motivational development to explain how the use of business simulation games in class facilitates students' engagement and enhances their learning. Based on a survey of 360 undergraduate students who played a business simulation game in a marketing course, the findings show that students' perceptions…
Descriptors: Undergraduate Students, Business Administration Education, Educational Games, Simulation
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Bustamante, Andres S.; Schlesinger, Molly; Begolli, Kreshnik Nasi; Golinkoff, Roberta M.; Shahidi, Nabil; Zonji, Shekufeh; Riesen, Cristina; Evans, Natalie; Hirsh-Pasek, Kathy – Developmental Psychology, 2020
Science, technology, engineering, and math (STEM) focused language and interactions build a foundation for later STEM learning. This study examines the ability of the life-size math and science board game "Parkopolis" to foster STEM language and interaction in young children and their families. This study is part of a larger initiative…
Descriptors: STEM Education, Educational Games, Interaction, Family Involvement
Bustamante, Andres S.; Schlesinger, Molly; Begolli, Kreshnik Nasi; Golinkoff, Roberta M.; Shahidi, Nabil; Zonji, Shekufeh; Riesen, Cristina; Evans, Natalie; Hirsh-Pasek, Kathy – Grantee Submission, 2020
Science, Technology, Engineering, and Math (STEM) focused language and interactions build a foundation for later STEM learning. This study examines the ability of a life-size math and science board game "Parkopolis" to foster STEM language and interaction in young children and their families. This study is part of a larger initiative…
Descriptors: STEM Education, Educational Games, Interaction, Family Involvement
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Hildreth, Laura A.; Green, Jennifer L. – Teaching Statistics: An International Journal for Teachers, 2016
We present a variant of the Game of Pig to introduce the concepts of probability, simulation and expected value.
Descriptors: Statistics, Probability, Simulation, Expectation
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Hong, Jon-Chao; Tai, Kai-Hsin; Ye, Jian-Hong – British Journal of Educational Technology, 2019
This study adapted a Chinese remote-associated game for team competition, and explored the correlates between self-efficacy in Chinese word learning, competitive anxiety, collective self-esteem in gameplay and flow experience. A total of 206 valid data was collected from fifth-grade students. The results of the confirmatory factor analysis and…
Descriptors: Chinese, Self Efficacy, Self Esteem, Anxiety
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