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Debrenti, Edith; László, Beáta – Acta Didactica Napocensia, 2020
Our research focuses on developing elementary students' mental computation skills with the help of card games. Choosing this area of study was motivated by our personal experiences, namely, that mathematics programmes of study do not lay emphasis on this aspect; there are too few hours dedicated to developing this skill, and several mental…
Descriptors: Elementary School Students, Cognitive Development, Games, Mathematics Instruction
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Hugerat, Muhamad; Kortam, Naji; Maroun, Nassrin Toubia; Basheer, Ahmad – EURASIA Journal of Mathematics, Science and Technology Education, 2020
The purpose of this study was to examine how the use of didactic games in teaching science affects the learning environment, achievement, and motivation among primary school students. The research population consisted of 188 5th grade students from two primary schools. This group was divided into an experimental group and a control group. The…
Descriptors: Instructional Effectiveness, Game Based Learning, Educational Games, Active Learning
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Fernandez-Rio, Javier; de las Heras, Esteban; González, Tristan; Trillo, Vanessa; Palomares, Jorge – Physical Education and Sport Pedagogy, 2020
Background: A novel pedagogical approach that is becoming increasingly popular in educational contexts is called Gamification. To our knowledge, empirical research on its effectiveness in education is scarse, and almost absent in physical education. Purpose: The goal was to explore how Gamification can be used in physical education, and what…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Physical Education
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Hsiao, Hsien-Sheng; Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Educational Computing Research, 2020
Past studies have suggested that young people lack knowledge regarding food safety, and that food safety education is appropriate for integration into science education since it often involves science knowledge. Thus, this study combined the methods of inquiry-based and game-based learning to develop a computer detective game, called the Poison…
Descriptors: Computer Games, Educational Games, Safety Education, Food
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Chen, Hao-Jan Howard; Hsu, Hsiao-Ling – Computer Assisted Language Learning, 2020
One of the more rapidly advancing subfields of second language acquisition research is Digital-game based language learning (DGBLL) and many studies have found that Commercial off-the-shelf (COTS) games can have a positive effect on vocabulary acquisition. COTS games are specifically made for entertainment purposes, while serious games, which…
Descriptors: Educational Games, Computer Games, Game Based Learning, Simulated Environment
Hudson-Smith, Natalie Vaughan – ProQuest LLC, 2020
Due to the unique and advantageous physiochemical properties of nanoparticles, they have been increasingly incorporated into consumer products and emerging technologies. The manufacture, wear and tear of use, and disposal of these nano-enabled products will likely result in the release of nanoparticles into the environment. Unfortunately,…
Descriptors: Technological Advancement, Hazardous Materials, Manufacturing, Standards
McCarthy, Kathryn S.; Watanabe, Micah; McNamara, Danielle S. – Grantee Submission, 2020
The Design Implementation Framework, or DIF, is a design approach that evaluates learner and user experience at multiple points in the development of intelligent tutoring systems. In this chapter, we explore how DIF was used to make system modifications to iSTART, a game-based intelligent tutoring system for reading comprehension. Using DIF as a…
Descriptors: Intelligent Tutoring Systems, Reading Comprehension, Educational Games, Program Development
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Vasmatzoglou, Areti; Ní Chiaráin, Neasa – Research-publishing.net, 2020
Virtual simulation training has gained in usage in various educational fields and offers the potential to support and reinforce learning goals when practical experience is not possible. Teaching practice experience in an English as a Foreign Language (EFL) classroom is critical, yet frequently unobtainable for students in Teaching English to…
Descriptors: Electronic Learning, Game Based Learning, Educational Games, Computer Simulation
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Korucu, Tugrul; Kabak, Kadir – International Technology and Education Journal, 2019
There are many academic studies in the literature examining educational digital applications. These studies documented the positive effects of practices on attitudes and academic achievement. Information technologies which have become a part of our lives have taken their place in our education system and contributed to education system in many…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Assisted Instruction
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Watson-Huggins, Janice; Trotman, Sandra – Quarterly Review of Distance Education, 2019
This article discusses a quantitative study, gamification and motivation to learn math using technology which focused on gathering information to answer the questions "Can gamification motivate students toward learning mathematics?" Gamification, a method used to describe the use of game-based mechanics in nongame contexts, can influence…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Game Based Learning
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Fisher, Forest; Warner, Jared; Mickelson, Nate – PRIMUS, 2019
Gentrification is a complex issue with very real repercussions for urban youth. Games make learning fun and provide a way for students to explore complex systems through recursive play. We describe a board game designed to help students explore ratios and proportional reasoning while simultaneously engaging the causes and effects of…
Descriptors: Disadvantaged, Social Class, Change, Middle Class
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García-López, Luis M.; Gutiérrez, David; Sánchez-Mora, David; Harvey, Stephen – Physical Education and Sport Pedagogy, 2019
Background: A recurrent theme posited by academics is the lack of widespread utilization of Teaching Games for Understanding (TGfU) by physical education (PE) teachers in schools, particularly in the form it was initially described. Using TGfU in practice is challenging for many teachers impacting its adoption. Purpose: The objective of this study…
Descriptors: Foreign Countries, Physical Education, Educational Games, Physical Education Teachers
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Suyitno, Hardi; Zaenuri; Sugiharti, Endang; Suyitno, Amin; Baba, Takuya – International Journal of Instruction, 2019
The state requires leaders who own intelligence and characters. Indonesia as a developing country is clearly very interested in finding out how to integrate the character values into the learning process in the classroom. Japan becomes a destination because it can provide character education to its students. Research Team of Universitas Negeri…
Descriptors: Foreign Countries, Values Education, Mathematics Instruction, Elementary School Mathematics
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Winskell, Kate; Sabben, Gaëlle; Ondeng'e, Ken; Odero, Isdorah; Akelo, Victor; Mudhune, Victor – Health Education Journal, 2019
Objective: mHealth interventions often favour individual-level effects. This is particularly problematic in contexts where social support and shifts in social norms are critical to sustained behaviour change. Mobile digital games represent a promising health education strategy for youth, including in low-resource settings. We sought to better…
Descriptors: Foreign Countries, Handheld Devices, Telecommunications, Educational Games
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Fiorella, Logan; Kuhlmann, Shelbi; Vogel-Walcutt, Jennifer J. – Journal of Educational Computing Research, 2019
This study tested the effects of implementing a narrative computer-based educational game within a middle-school math class. Gameplay consisted of navigating through a virtual spaceship and completing missions by periodically engaging in learning-by-teaching activities that involved helping an avatar solve math problems. In a pretest/posttest…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Teaching Methods
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