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Fatih, Ymran; Kumalija, Elhard James; Sun, Yi – International Association for Development of the Information Society, 2018
Engagement and motivation are ones of the main factors that impact the student performance during a learning process. The reason why, introducing Gamification in learning aims to improve the learning process, by making use of the motivating effects of digital game elements and techniques. However, summarizing Gamification into a set of technical…
Descriptors: Electronic Learning, Educational Games, History Instruction, Simulated Environment
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Su, Jun-Ming; Yang, Yi-Ching; Weng, Tzu-Nin; Li, Meng-Jhen; Wang, Chi-Jane – Comunicar: Media Education Research Journal, 2021
The number of new COVID-19 cases continues to rise rapidly in many countries despite vaccination. The best way to counter the spread of COVID-19 is self-protection. This study documents the development of a web-based serious game (WSG-COVID-19.SP) to promote effective learning strategies for self-protection against COVID-19 and to test the game's…
Descriptors: COVID-19, Pandemics, Educational Games, Health Behavior
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Egea-Vivancos, Alejandro; Arias-Ferrer, Laura – E-Learning and Digital Media, 2021
The extension of technology in current society has encouraged teachers to introduce products based on VR and IVR in their classrooms, especially video games. In this paper the specific role of video games in cultural heritage and history teaching is analyzed. Moreover, the results of recent research on the application of video games in Secondary…
Descriptors: History Instruction, Instructional Design, Educational Games, Video Games
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Hurdle, Zach; Stanford, Angela; Nix, Katy; Perry, Nick – Science and Children, 2021
In an ever-increasing technological society, teachers have now, more than ever, a vast offering of educational technologies made available for classroom use. However, the time necessary for vetting and developing rigorous lessons with the usage of such technologies can be overwhelming for a classroom teacher. Still, teachers need the opportunity…
Descriptors: Grade 3, Grade 5, Elementary School Teachers, Elementary School Students
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Bohan, Clare; Smyth, Sinéad; McDowell, Claire – Journal of Positive Behavior Interventions, 2021
This study investigated the Caught Being Good Game (CBGG), for use with an adolescent student population. The CBGG is a positive variation of the Good Behavior Game (GBG), a popular group contingency intervention in classroom management literature. In this positive version, teams of students receive points for engaging in desirable behavior,…
Descriptors: Student Behavior, Contingency Management, Behavior Modification, Educational Games
Lee, Ji-Eun; Hornburg, Caroline Byrd; Chan, Jenny Yun-Chen; Ottmar, Erin – Grantee Submission, 2021
We investigated the effects of proximal grouping of numbers, problem-solving goals to make 100, and prior knowledge on students' solution strategies in an online mathematics game. Logistic regression on 857 problem-level data points from 227 middle-school students showed that students were more likely to use productive solution strategies on…
Descriptors: Mathematics Instruction, Teaching Methods, Middle School Students, Computer Games
Deena Hicks – ProQuest LLC, 2021
According to the Entertainment Software Association (2020), 70% (51.1 million) of children under the age of 18 are gamers in the United States and consume an average of two and a half hours per day playing digital-based games, making these games one of the most widely known leisure activities worldwide. Today's Net Generation (Kindergarten through…
Descriptors: Middle School Students, Middle School Teachers, Educational Games, Computer Games
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Hanasono, Lisa K. – Communication Teacher, 2017
Courses: This single-class teaching activity was designed for courses on public speaking, rhetorical criticism, and critical thinking. In addition, instructors can adapt this activity for online or face-to-face courses on intercultural communication, organizational communication, listening, and political communication. Objectives: By completing…
Descriptors: Educational Games, Class Activities, Rhetorical Criticism, Jargon
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Maine, Fiona – Literacy, 2017
This study builds on and extends our understanding of literacy through exploring children's encounters with a digital narrative game. The research analyses different stances or orientations that children take as they progress through the game and how they draw on schematic understandings about narratives and digital gaming to support their…
Descriptors: Educational Games, Computer Games, Children, Literacy
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Gough, John – Australian Mathematics Teacher, 2017
This article describes how to play two abstract strategy board games: (1) "Blokus" which uses polyominoes--plane geometric figures formed by joining one or more equal squares edge to edge; and (2) "Gemblo" which uses translucent, colored pieces, each of which is made up of one to five hexagons.
Descriptors: Geometric Concepts, Geometry, Educational Games, Game Theory
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Nadolski, Rob J.; Hummel, Hans G. K. – British Journal of Educational Technology, 2017
Although the importance of cognitive feedback in digital serious games (DSG) is undisputed, we are facing some major design challenges. First of all, we do not know to which extend existing research guidelines apply when we stand the risk of cognitive feedback distorting the delicate balance between learning and playing. Unobtrusive cognitive…
Descriptors: Feedback (Response), Progress Monitoring, Educational Games, Computer Games
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Galbraith, Leslie A.; Normand, Matthew P. – Journal of Applied Behavior Analysis, 2017
We evaluated the effects of a modified version of the Good Behavior Game (GBG) on the number of steps taken by students during school recess. We divided a class into two teams, and awarded the team with the highest step counts at the end of each game raffle tickets for a school-wide lottery. The GBG was compared to recess periods without the game…
Descriptors: Elementary School Students, Physical Activities, Recess Breaks, Educational Games
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de Klerk, Sebastiaan; Kato, Pamela M. – Journal of Applied Testing Technology, 2017
Game-based assessments will most likely be an increasing part of testing programs in future generations because they provide promising possibilities for more valid and reliable measurement of students' skills as compared to the traditional methods of assessment like paper-and-pencil tests or performance-based assessments. The current status of…
Descriptors: Futures (of Society), Educational Games, Testing, Educational Benefits
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Kato, Pamela M.; de Klerk, Sebastiaan – Journal of Applied Testing Technology, 2017
Serious games are increasingly being explored for use as assessment tools in broad domains. Drawing from research in these domains, we present important advantages and challenges that arise when using games for assessment. In light of this context and as an introduction to this special issue on Serious Games and Assessments, we introduce the…
Descriptors: Evaluation Methods, Formative Evaluation, Design, Educational Games
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Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe – Research-publishing.net, 2017
Game-based Computer-Assisted Language Learning (CALL) is an area that currently warrants attention, as task-based, interactive, multimodal games increasingly show promise for language learning. This area is inherently multidisciplinary--theories from second language acquisition, games, and psychology must be explored and relevant concepts from…
Descriptors: Educational Games, Computer Assisted Instruction, Second Language Instruction, Second Language Learning
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