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Kotsakou, Stamatina; Walters, Cory; Groskopf, Jessica; Tigner, Robert; Banerjee, Simanti – Journal of Extension, 2018
This article describes a novel grain marketing simulation game called "Marketing in a New Era" (MINE) that was developed for use in Extension producer meetings and other educational settings. Key benefits of MINE are that users can personalize the game's marketing simulation environment by incorporating information specific to their…
Descriptors: Marketing, Educational Games, Extension Agents, Extension Education
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Wingo, Nancy Pope; Roche, Cathy; Willig, James – AERA Online Paper Repository, 2018
This qualitative study explored undergraduate nursing students' perceptions of team competition, motivation, and learner engagement in an online educational game developed at one university. Researchers explored qualitative data from focus groups, observations, and documents by coding for themes and sub-themes. They found that students were mainly…
Descriptors: Undergraduate Students, Nursing Students, Teamwork, Competition
Cooper, Lynette Renee – ProQuest LLC, 2018
The purpose of this quasi-experimental non-equivalent control group study was to determine the presence of a statistically significant difference in the mathematics achievement of gifted learners when utilizing digital game-based learning (DGBL) for supplemental mathematics instruction when compared to gifted learners not utilizing DGBL. This…
Descriptors: Mathematics Achievement, Academically Gifted, Educational Games, Video Games
Nfon, Nekang Fabian – Online Submission, 2018
This study investigated the effect of mathematical games on secondary school students' achievement in mathematics in Fako Division in the South West Region of Cameroon. The target population comprised of 4,224 form five students from the Secondary schools in Fako Division. The accessible population was made up of 188 students and the sample size…
Descriptors: Mathematics Instruction, Secondary School Mathematics, Secondary School Students, Foreign Countries
Watson-Huggins, Janice – ProQuest LLC, 2018
Children have been playing computer games for many years. Today's children are very technologically savvy compared to 10 years ago. However, no concrete research was done in the Caribbean and in Jamaica to be specific, that investigates the impact of gamification on student academic scores and motivation. Gamification is used to describe the use…
Descriptors: Intervention, Mathematics Achievement, Middle School Students, Game Based Learning
Vogt, Spencer – ProQuest LLC, 2018
Studies have shown that digital media and digital games can enhance students' learning experience. However, few teachers appear to use digital game-based learning (DGBL) regularly. The purpose of this qualitative study was to understand how middle school teachers use DGBL in the classroom and the factors that positively and negatively influenced…
Descriptors: Middle School Teachers, Teacher Attitudes, Middle School Students, Student Attitudes
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Anna Beresin – Journal of Folklore and Education, 2018
In a follow-up to a 2015 JFE article, the author created a project to show the lineage of various rhythm genres and legitimize the practice of rhythm play in a predominantly African American neighborhood.
Descriptors: Acoustics, Educational Games, Folk Culture, African Americans
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Lawrence, Anne M.; Sherry, Michael B. – Journal of Literacy Research, 2021
Literacy researchers have explored how video games might be used as supplementary texts in secondary English language arts (ELA) classrooms to support reading instruction. However, less attention has been focused on how video games, particularly online educational games designed to teach argumentation, might enhance secondary ELA students'…
Descriptors: Feedback (Response), Game Based Learning, Educational Games, Video Games
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Mermelstein, Aaron David – English Teaching Forum, 2016
This article describes "Give or Take?", a fun game that teachers can use to review vocabulary in the English as a second language or foreign language (ESL/EFL) classroom. This game is easy to prepare, and it is a fun and efficient way to review for quizzes or larger midterm or final exams. It can be adapted to almost any grade level or…
Descriptors: English (Second Language), Second Language Instruction, Educational Games, Vocabulary
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Skoumpourdi, Chrysanthi – International Journal for Mathematics Teaching and Learning, 2016
Kindergarten children's (5-6 years old) ability to communicate geometric shapes, to their classmates, in different modes--verbally, gesturally, schematically--through a game, was investigated. The game motivated the children to describe the shapes in the different modes, by emerging children's thinking process, communication capacity as well as…
Descriptors: Geometric Concepts, Geometry, Kindergarten, Educational Games
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Emel'yanenko, Vladimir Dmitrievich; Vetoshko, Aleksandr Nikolaevich; Malinnikov, Sergey Grigorievich; Malashenko, Irina Vladimirovna; Vetoshko, Lyubov Ivanovna – International Journal of Environmental and Science Education, 2016
Gamification is becoming more and more popular in education. The consequences of the use of games for learning are not sufficiently investigated yet, although it is known that using games for learning does not always have a beneficial effect on students. Besides, practical rather than theoretical problems related to use of gamification in…
Descriptors: Educational Games, Systems Approach, Educational Benefits, Values
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Wen, Yun – IEEE Transactions on Learning Technologies, 2020
This paper presents an augmented reality-based Chinese character composition game (ARC) that employs augmented papers to engage lower primary school students in collaborative Chinese character learning. A design research approach was used to gain a holistic view of designing, enacting, and evaluating the ARC. The participants included four…
Descriptors: Computer Simulation, Chinese, Ideography, Elementary School Students
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Haselberger, David; Spielhofer, Thomas – Journal of Educational Multimedia and Hypermedia, 2020
This paper shows how a gamified agile process for distributed teamwork can be used for teaching purposes. It reflects the learnings from using a time-constrained work environment -- the epic bedtime story game -- at a university course. Within three course hours, 42 students in an undergraduate course on Informatics and Society collaboratively…
Descriptors: Privacy, Teamwork, Undergraduate Students, Teaching Methods
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Tkach, Rochelle; Gallagher, Tiffany L. – Reading Horizons, 2020
Research on this intervention program aimed to address whether digital technology (i.e., apps on tablets) contributes to struggling early readers' (4-6 years old) on-task behavior and level of engagement while learning prerequisite emergent literacy skills (e.g., phonemic awareness, phonics, word recognition and decoding). The research also…
Descriptors: Learner Engagement, Handheld Devices, Technology Integration, Multimedia Instruction
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Fontana, Matthew T. – Journal of Chemical Education, 2020
Social distancing during the COVID-19 pandemic presents mental health and academic obstacles for students. As mental health can strongly influence academic performance, addressing the loss of community by transitioning to distance education, midsemester, is imperative. This work draws upon the community and wellness benefits associated with online…
Descriptors: Science Instruction, Videoconferencing, Video Games, Educational Games
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