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Sperling, Alissa; Kruger, Ellen; Martin, James – Physics Teacher, 2022
Students experience current electricity every day in our wired world, yet the circuit problems that students work through in physics class can seem far removed from the common experience of switching on a light bulb. However, current electricity provides many opportunities to engage students in hands-on learning. Through circuit construction,…
Descriptors: Science Instruction, Introductory Courses, Energy, Electronic Equipment
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Yesengazyevna, Sagimbayeva Ainur; Niyetbayeva, Nadira; Tassuov, Bolat; Kalima, Tuyenbayeva; Bekbulatovna, Arystanova Assel – Cypriot Journal of Educational Sciences, 2022
The purpose of this research is to get students' opinions on teaching programming to students with the help of educational games in the conditions of additional education in computer science. In order to carry out the study in accordance with the main purpose, the phenomenological approach, one of the qualitative research methods, was used. The…
Descriptors: Computer Science Education, Educational Games, College Students, Student Attitudes
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Haun, Phil; O'Hara, Michael – Journal of Political Science Education, 2022
This article describes a simple two-player game which illustrates basic concepts of brinkmanship, to include calculations of probability and expected outcomes, and risk-taking profiles. The game befits a single 50-minute class period with introduction, gameplay, and discussion. The game can supplement the study of conflict from classic Cold War…
Descriptors: Educational Games, Risk, Probability, Class Activities
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Mohammad Ilbeigi; Diana Bairaktarova; Romina Ehsani – Journal of Civil Engineering Education, 2024
Experiential learning through active exploration can play a vital role in fostering critical thinking and problem-solving skills in engineering education. However, the complex nature of the construction industry in the 21st century cannot afford an education through trial and error in a real environment. This case study aims to promote…
Descriptors: Gamification, Educational Games, Engineering Education, Active Learning
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Angelina G. González Peralta; Mario Sánchez Aguilar – Pedagogical Research, 2024
This article presents a study investigating the use of games in undergraduate mathematics instruction, with a specific focus on students' perspectives regarding post-instructional quiz games. The study explores students' opinions on the implementation of a linear algebra quiz game as a supplementary learning tool. A survey was administered to 78…
Descriptors: Educational Games, College Mathematics, Undergraduate Students, Student Attitudes
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Valérie-D. Berner; Frank Niklas; Maria-Aikaterini Chatzaki; Katja Seitz-Stein – Educational Psychology, 2024
Empirical research highlights the benefits for the development of children's mathematical competencies when they play linear number board games with dice and receive feedback. We, therefore, investigated mathematical competencies in two training studies with six sessions and a 3 × 2 design. The sample in the first experiment consisted of N = 79…
Descriptors: Mathematics Skills, Educational Games, Elementary School Students, Foreign Countries
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Jeremy St. John; Karen St. John – Journal of Information Systems Education, 2024
This study provides an overview of efforts to improve experiential learning outcomes by integrating the curriculum of an upper-level Project Management (PM) course with an Introductory Programming (IP) course using a game-making project. Students in the PM course applied PM methods and techniques while supervising teams of students in the IP…
Descriptors: Experiential Learning, Peer Teaching, Programming, Program Administration
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Mei-Shiu Chiu – Education and Information Technologies, 2024
This study aims to understand teachers' opinions toward a framework of affect-focused mathematics teaching and its use in real and virtual classrooms. The participants were 11 school teachers from diverse backgrounds (mostly teaching mathematics). Before the interview, the teachers viewed an introduction to the framework and the teaching materials…
Descriptors: Teacher Attitudes, Psychological Patterns, Mathematics Instruction, Mathematics Teachers
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Jane Henriksen-Bulmer; Emily Rosenorn-Lanng; Stevie Corbin-Clarke; Samuel Ware; Davide Melacca; Lee-Ann Fenge – Interactive Learning Environments, 2024
Game-based learning can be a useful tool for increasing engagement in topics that are typically not related to games such as privacy and staying safe online, yet, very few games exist that look at how we can passively teach audiences how to stay safe online. This paper presents a bespoke board game about privacy, aimed at young people aged 16-25…
Descriptors: Game Based Learning, Teaching Methods, Privacy, Safety
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Peter H. F. Ng; Peter Q. Chen; Astin C. H. Wu; Ken S. K. Tai; Chen Li – IEEE Transactions on Learning Technologies, 2024
This study examines a practical teaching and learning cycle tailored to integrate cutting-edge technologies (artificial intelligence (AI) and machine learning (ML) game development) and social entrepreneurship within a "STEM with meaning" approach. This cycle, rooted in service learning and the 5E constructivist teaching model (engage,…
Descriptors: Artificial Intelligence, STEM Education, Educational Games, Service Learning
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Gihan S. Edirisinghe; Maria A. M. Trindade; Lan Luo – Decision Sciences Journal of Innovative Education, 2024
The COVID-19 pandemic forced instruction into remote formats, rendering active learning efforts in business classrooms infeasible. In response, we adopt a novel model for interactive classroom activities by hosting classroom games on Google Sheets, the free and widely used cloud-based spreadsheet application. First developed for a synchronous Zoom…
Descriptors: Internet, Computer Software, Interaction, Computer Mediated Communication
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Nicolai Plintz; Dirk Ifenthaler – International Association for Development of the Information Society, 2024
This study aims to develop a preliminary model for the content validation of serious games, specifically to assess two cybersecurity games designed for children aged 8-13 years as part of the Erasmus+ project "SuperCyberKids". Using a scoping review of databases from pedagogy, psychology, and computer science, we identified current…
Descriptors: Computer Security, Educational Games, Computer Uses in Education, Game Based Learning
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Dixon, Juli K.; Rutledge, Treshonda; Caton, Jennifer C.; Nolan, Edward C. – Mathematics Teacher: Learning and Teaching PK-12, 2021
Finding ways for students to use manipulatives in a safe, yet collaborative, manner is a challenge the 2020-2021 school year introduced. Teachers scrambled to create a set of manipulatives for individual use on a budget so students could learn from home, in hybrid environments, or in socially distanced classrooms. This article presents a…
Descriptors: Mathematics Instruction, Manipulative Materials, Teaching Methods, Fractions
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Russo, Toby; Russo, James – Australian Primary Mathematics Classroom, 2021
The authors set out to develop a series of mathematical games that could be played 'openhanded' over zoom using only a virtual deck of cards (deck.of.cards). This article briefly describes three games they have developed that other teachers might find valuable, whether for use in a remote learning environment or back in the classroom. Each game…
Descriptors: Learning Activities, Probability, Educational Games, Distance Education
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Orakarn Laoharutanun; Noawanit Songkram; Danupol Hoonsopon – Journal of Information Technology Education: Research, 2025
Aim/Purpose: The study investigated how immersive learning environments could be used to encourage student engagement and reuse intentions by integrating desktop augmented reality (AR) into the classroom among primary school students. Background: This paper addresses the potential applications of immersive technology for younger learners and…
Descriptors: Foreign Countries, Computer Simulation, Elementary School Students, Computer Uses in Education
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