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Bailey, Sean D. – ProQuest LLC, 2017
An ever-growing trend in education is the integration of mobile devices in the school setting, especially considering the abundance of research available on BYOD (Bring Your Own Device). Not surprisingly, a common concern found is the lack of student interest in educational applications. This capstone reports a summary of the research, design, and…
Descriptors: Educational Games, Handheld Devices, Technology Integration, Computer Oriented Programs
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Hinds, Matthew; Baghaei, Nilufar; Ragon, Pedrito; Lambert, Jonathon; Rajakaruna, Tharindu; Houghton, Travers; Dacey, Simon – International Association for Development of the Information Society, 2017
Programming promotes critical thinking, problem solving and analytic skills through creating solutions that can solve everyday problems. However, learning programming can be a daunting experience for a lot of students. "RunJumpCode" is an educational 2D platformer video game, designed and developed in Unity, to teach players the…
Descriptors: Educational Games, Video Games, Computer Science Education, Programming
Almeida, Fernando L. F. – Online Submission, 2017
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of transmitting educational content or training to the user. In the context of entrepreneurship, serious games appear…
Descriptors: Classroom Techniques, Entrepreneurship, Educational Games, Learning Strategies
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Kao, Dominic; Harrell, D. Fox – AERA Online Paper Repository, 2017
The results of over twenty-five years of research seem clear: the addition of seductive visual details in video games hinders performance of learners (Garner, Gillingham, & White, 1989; Thalheimer, 2004; Rey, 2012). Yet, countless other research results propose the opposite: that visual embellishments and well-designed ambiguity instead…
Descriptors: Video Games, Educational Games, Computer Games, Visual Stimuli
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Groves, Emily A.; Austin, Jennifer L. – Journal of Applied Behavior Analysis, 2017
The Good Behavior Game (GBG) uses an interdependent group contingency to improve classroom behavior. Despite the wealth of research on the effectiveness of the GBG, some teachers may have concerns about their students' abilities to work in teams, particularly if they have a history of poor social skills. We used an alternating treatments design to…
Descriptors: Educational Games, Class Activities, Classroom Techniques, Program Evaluation
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Watts, Gavin W.; Bryant, Diane Pedrotty; Roberts, Garrett J. – Journal of Emotional and Behavioral Disorders, 2020
Challenges with numerical proficiency at an early age can lead to substantial gaps in learning and are associated with detrimental long-term outcomes. In addition, students with emotional-behavioral disorders (EBD) can have some of the most challenging behavioral and academic needs to address. The purpose of this study was to identify the effects…
Descriptors: Tutoring, Emotional Disturbances, Behavior Disorders, Age Differences
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Sartini, Sri – English Language Teaching Educational Journal, 2020
This type of research was Participatory Action Research using the Denzin and Lincoln (2005) model which consists of the Kahoot pre-action cycle and post-action cycle. This study aimed to examine the use of Kahoot Platform in Maritime English learning. It improved the speaking skill of nautical science cadets by the increasing number of maritime…
Descriptors: Educational Games, Educational Technology, English (Second Language), Second Language Instruction
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Susman, Katarina; Pavlin, Jerneja – Journal of Baltic Science Education, 2020
Literature review shows that many primary school teachers have poor understanding of basic astronomy contents. Therefore, the aim of the study was to introduce specific astronomical content to in-service primary school teachers through two didactic games, to evaluate the didactic games and the teachers' knowledge and understanding before and after…
Descriptors: Knowledge Level, Pedagogical Content Knowledge, Astronomy, Concept Formation
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El Mawas, Nour; Tal, Irina; Moldovan, Arghir-Nicolae; Bogusevschi, Diana; Andrews, Josephine; Muntean, Gabriel-Miro; Muntean, Cristina Hava – Knowledge Management & E-Learning, 2020
Teachers face many difficulties in the motivation, engagement, and improvement of learning outcomes for students in Science, Technology, Engineering, and Mathematics (STEM). In this paper, we present a research study on the learning experience of a new interactive educational 3D video game called Final Frontier, designed for primary school…
Descriptors: Astronomy, Educational Games, Game Based Learning, Instructional Effectiveness
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Pugliese, Cara E.; Ratto, Allison B.; Granader, Yael; Dudley, Katerina M.; Bowen, Amanda; Baker, Cynthia; Anthony, Laura Gutermuth – Autism: The International Journal of Research and Practice, 2020
Youth with autism spectrum disorder can face social-communication challenges related to sexuality, dating, and friendships. The purpose of this study was to assess the feasibility, acceptability, and preliminary efficacy of the Supporting Teens with Autism on Relationships program. In total, 84 youth with autism spectrum disorder aged 9 to 18 and…
Descriptors: Autism, Pervasive Developmental Disorders, Sex Education, Curriculum
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McTigue, Erin M.; Solheim, Oddny Judith; Zimmer, Wendi K.; Uppstad, Per Henning – Reading Research Quarterly, 2020
Overall, game-based technology for early reading instruction has not robustly met the learning potentials of young readers. To better understand the effects and limitations of computer-assisted instruction in classrooms, researchers have called for more critical attention to learning theory, methodological selection, and context for learning.…
Descriptors: Game Based Learning, Educational Technology, Educational Games, Reading Instruction
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Lynn, Ethan M. – English Teaching Forum, 2020
Ethan Lynn, the author of the article, describes three sets of oral reading activities he developed for his English as a Second Language students. Each set focuses on one of the three types of fluency: word-, sentence-, and passage-level. The word-level fluency activities are best employed as part of the pre-reading phase of a reading activity.…
Descriptors: Student Motivation, Oral Reading, Reading Fluency, Reading Instruction
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Clark, Douglas B.; Sengupta, Pratim – Interactive Learning Environments, 2020
This paper situates a critical review of studies that we have conducted within the broader research literature to analyze the affordances of integrating modeling within disciplinarily-integrated games from computational thinking and science as practice perspectives. Across the studies, the analyses pursue two themes: (a) the role of agent-based…
Descriptors: Game Based Learning, Thinking Skills, Computer Games, Science Education
Aldana, Ihmar L. – Online Submission, 2020
This action research study examined the effects of review games using Kahoot! on students' quiz scores as well as student engagement. The study was conducted in a high school geometry classroom at Tiyan High School (THS) in Barrigada, Guam. This study consisted of a sample size of 42 students in the 10th through the 12th grade. The data collected…
Descriptors: Educational Games, High School Students, Secondary School Mathematics, Geometry
Nantais, Michael; Skyhar, Candy L. – Online Submission, 2020
Numeracy has increasingly become a topic of importance and concern in our contemporary society. Student success in numeracy is influenced by the positive attitudes and values they hold about mathematics. This outreach project sought to foster the development of such attitudes and values through the design, implementation, and evaluation of a…
Descriptors: Numeracy, Mathematics Instruction, Mathematics Skills, Family Programs
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