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Saglam, Abdulkadir; Yüksel, Ibrahim; Erbasan, Ömer – Education Quarterly Reviews, 2021
The aim of the study is to develop an achievement test consisting of the questions in verbal intelligence games whose validity and reliability have been ensured and which are in accordance with the learning outcomes of the states of substance and knowing the properties of substance via the five senses taking place in the unit "Let's Know…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Test Construction
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Li, Xia – Early Education and Development, 2021
Research Findings: The aim of this study was to investigate U.S. preschool teachers' math teaching knowledge in a specific content domain: counting and numbers. One hundred in-service and pre-service teachers participated in the study; they completed a questionnaire that is composed of learning scenarios and scenario-based math teaching questions.…
Descriptors: Preschool Teachers, Preservice Teachers, Graduate Students, Undergraduate Students
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Zou, Di; Zhang, Ruofei; Xie, Haoran; Wang, Fu Lee – Australasian Journal of Educational Technology, 2021
Information literacy (IL) is important for university students. In this research, we developed a digital role-playing game to enhance students' learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and flow experiences. A total of 90 students participated in the study and played the…
Descriptors: Computer Games, Educational Games, Game Based Learning, Role Playing
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Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Active inquiry plays a key role in science education. To facilitate children's motivation, alternate reality games are applied to engage children actively in inquiry in authentic learning contexts. However, the complexity of real-world contexts and the ambiguity of game puzzles increase the difficulty for children to conduct effective inquiries.…
Descriptors: Inquiry, Science Education, Game Based Learning, Educational Games
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Yadav, Alok Kumar; Oyelere, Solomon Sunday – Education and Information Technologies, 2021
This paper intends to present an overview of a mobile game-based learning application, BaghLearn that develops and upskills programming and algorithmic knowledge by cross-curricular capabilities through a traditional world-based game. The focus of this research was to explore the learning effectiveness of BaghLearn on students. Mixed method…
Descriptors: Foreign Countries, Undergraduate Students, Handheld Devices, Educational Games
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Kucher, Tetyana – International Journal of Technology in Education and Science, 2021
Playing games holds an important role in learning and development. While designing and using digital game-based learning (DGML) environments becomes more appealing to educators, there is a disconnect between the goals that educators try to achieve and the design strategies they utilize to achieve their goals. The inclusion of game elements alone…
Descriptors: Educational Principles, Best Practices, Instructional Effectiveness, Game Based Learning
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Fam, Vivien W.; Holt, Roberta R.; Keen, Carl L.; Scherr, Rachel E. – American Journal of Health Education, 2021
Background: Children often consume up to 30% of calories from snacks that are usually low in nutrient value. Over time, poor dietary choices can contribute to an increased risk of obesity and related health problems. Purpose: Describe the development and utilization of the Self-paced Nutrition Activity on Choices for Knowledge (S.N.A.C.K.)…
Descriptors: Nutrition Instruction, Instructional Effectiveness, Educational Games, Game Based Learning
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Yildirim, Ibrahim; Sen, Sedat – Interactive Learning Environments, 2021
Whether gamification is an organized structure that contributes to student achievement, a simple pontification process or total nonsense is a matter of debate. In such, this study was conducted to provide a scientific answer while exhibiting the gamification effect on student achievement with the meta-analysis method, which is based on…
Descriptors: Game Based Learning, Academic Achievement, Meta Analysis, Effect Size
Kevin R. Glover – ProQuest LLC, 2021
Clinically appropriated and procedurally correct hand hygiene is performed less than 50% of the time by health professionals resulting in suboptimal patient care. The use of serious simulation games has been suggested to provide emerging health professional students the opportunity to practice proper hand hygiene behaviors to individualized,…
Descriptors: Hygiene, Allied Health Personnel, Allied Health Occupations Education, Program Effectiveness
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Gough, John – Australian Mathematics Teacher, 2017
Three game examples using L-shaped tri-cubes in alternative arrangements are presented. Each game example challenges you to think who might win, and what alternative playing strategies could be implemented to change the final outcome.
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Manipulative Materials
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Mora, Alberto; Riera, Daniel; González, Carina; Arnedo-Moreno, Joan – Journal of Computing in Higher Education, 2017
Learner's motivation difficulties are recognized as a problem in diverse educational scenarios, reaching up to university degrees. Among other techniques that are often applied by instructors to counteract this issue, those related to the use of gaming elements seem to very promising. In this context, considering the use of game-like properties in…
Descriptors: Educational Games, Teaching Methods, Design, Literature Reviews
Machajewski, Szymon – Online Submission, 2017
Schools are to prepare students for success. However, they often villainize failure. Instead, schools should teach students how to fail fast and safely in order to learn and to allow innovation through vulnerability. The lessons that the gaming culture has for learning will define future strategies of teaching and learning. Games are sometimes…
Descriptors: Educational Games, Academic Failure, Empathy, Educational Innovation
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Tamariz, Mónica; Roberts, Seán G.; Martínez, J. Isidro; Santiago, Julio – Cognitive Science, 2018
We investigate the emergence of iconicity, specifically a bouba-kiki effect in miniature artificial languages under different functional constraints: when the languages are reproduced and when they are used communicatively. We ran transmission chains of (a) participant dyads who played an interactive communicative game and (b) individual…
Descriptors: Artificial Languages, Educational Games, Geometric Concepts, Language Usage
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Gottlieb, Owen – Teaching Theology & Religion, 2018
"Lost & Found" is a game series, created at the Initiative for Religion, Culture, and Policy at the Rochester Institute of Technology MAGIC Center. The series teaches medieval religious legal systems. This article uses the first two games of the series as a case study to explore a particular set of processes to conceive, design, and…
Descriptors: Educational Games, Religious Education, Medieval History, Teaching Methods
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Lämsä, Joni; Hämäläinen, Raija; Aro, Mikko; Koskimaa, Raine; Äyrämö, Sanna-Mari – British Journal of Educational Technology, 2018
The development of games for people with learning disabilities is one way to enhance the quality of learning and respond to the need for inclusive special educational support. Recently, game researchers have highlighted the need for paying more attention to identifying the game design choices that can strengthen learning. This paper reviews recent…
Descriptors: Educational Games, Learning Disabilities, Inclusion, Literature Reviews
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