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Jackson, Luke Conrad; O'Mara, Joanne; Moss, Julianne; Jackson, Alun C. – International Journal of Game-Based Learning, 2018
Digital games are currently viewed, by many within the field of education, as a way to engage and motivate students, and to assist them in acquiring content knowledge and skills. Despite the growing interest in using digital games, including serious games, this is the first critical review of the literature on the effectiveness of digital…
Descriptors: Computer Games, Teaching Methods, Instructional Effectiveness, Attitude Change
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Yilmaz, Ozgur; Bayraktar, Duygu Mutlu – International Journal of Game-Based Learning, 2018
This article investigates the effect of kinesthetic educational game on students' mental computation speed. A Solomon four-group design was used to avoid the influence of pretest-posttest design. In order to determine which grade is appropriate for this game, a pilot study was conducted with 30 students. As for the main study, 123 students…
Descriptors: Mental Computation, Computer Games, Kinesthetic Methods, Comparative Analysis
Kalena, Kathleen A. – ProQuest LLC, 2018
The purpose of this study was to ascertain if parents' reported participation in specific math intervention strategies increased their abilities to help their children with math. The five math intervention strategies were Everyday Math Online Tools and Games, Star Math Reports/Home Connect from Renaissance Learning, HomeworkNOW, Study Island, and…
Descriptors: Parent Participation, Parents as Teachers, Mathematics Instruction, Elementary School Mathematics
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Karumbaiah, Shamya; Baker, Ryan S.; Shute, Valerie – International Educational Data Mining Society, 2018
Identifying struggling students in real-time provides a virtual learning environment with an opportunity to intervene meaningfully with supports aimed at improving student learning and engagement. In this paper, we present a detailed analysis of quit prediction modeling in students playing a learning game called Physics Playground. From the…
Descriptors: Predictor Variables, Academic Persistence, Educational Games, Play
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Sawyer, Robert; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Educational Data Mining Society, 2018
Student interactions with game-based learning environments produce a wide range of in-game problem-solving sequences. These sequences can be viewed as trajectories through a game's problem-solving space. In this paper, we present a general framework for analyzing students' problem-solving behavior in game-based learning environments by filtering…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
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Yang, Fang-Chuan Ou; Wu, Wen-Chi Vivian; Wu, Yi-Ju Ariel – International Journal of Distance Education Technologies, 2020
The Test-of-English-for-International-Communication (TOEIC) is an important proficiency test for achieving the benchmark of future employment for English language learners worldwide. However, game-based apps for acquiring TOEIC vocabulary have remained scarce. Therefore, an empirical study was conducted to examine the effects of the self-developed…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Telecommunications
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Jerlström, Charlotta; Adolfsson, Annsofie – Journal of School Nursing, 2020
The aim of the study was to evaluate if an intervention including theater in school sex education affects students' knowledge, attitudes, and behavior regarding condom use in Sweden. The study was a cluster randomized controlled trial. The intervention group got a play, value exercises, chlamydia games, condom school, and interactive replay with…
Descriptors: Prevention, Sexually Transmitted Diseases, Intervention, Sexuality
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Chou, Pao-Nan; Chang, Chi-Cheng; Hsieh, Shih-Wan – Technology, Pedagogy and Education, 2020
The purpose of the current study was to investigate students' overall learning process during the implementation of educational escape-the-room games (EERGs) in classrooms. This study adopted a two-stage case-study methodology, namely single-case and multi-case designs. In the first stage, a well-designed EERG for a Chinese language class was…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
Denvir, Catrina, Ed. – Cambridge University Press, 2020
Over the last decade, cost pressures, technology, automation, globalisation, de-regulation, and changing client relationships have transformed the practice of law, but legal education has been slow to respond. Deciding what learning objectives a law degree ought to prioritise, and how to best strike the balance between vocational and academic…
Descriptors: Legal Education (Professions), Educational Development, Job Skills, Skill Development
Morrison, Jennifer R.; Risman, Kelsey L.; Reilly, Joseph; Eisinger, Jane M. – Center for Research and Reform in Education, 2020
The purpose of the present study was to gather data regarding the implementation of Prodigy in elementary schools in a mid-sized school district in the southern United States. Prodigy is a free, adaptive mathematics game provided by Prodigy Education. The program integrates curriculum-aligned mathematics content (Grades 1-8) in a game-based…
Descriptors: Mathematics Education, Mathematics Instruction, Supplementary Education, Remedial Mathematics
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Harvey, Stephen; Cope, Edward; Jones, Ruan – Journal of Physical Education, Recreation & Dance, 2016
The purpose of this article is to share three questioning methods that can be employed as part of a game-centered approach (GCA). These methods are (1) the debate of ideas, (2) the GROW model and (3) the reflective toss. Through these three methods it is hoped that teachers and coaches at the upper-elementary and middle and high school levels will…
Descriptors: Questioning Techniques, Educational Games, Teaching Methods, Elementary Secondary Education
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Kim, Yoon Jeon; Almond, Russell G.; Shute, Valerie J. – International Journal of Testing, 2016
Game-based assessment (GBA) is a specific use of educational games that employs game activities to elicit evidence for educationally valuable skills and knowledge. While this approach can provide individualized and diagnostic information about students, the design and development of assessment mechanics for a GBA is a nontrivial task. In this…
Descriptors: Design, Evidence Based Practice, Test Construction, Physics
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Hanson-Smith, Elizabeth – TESOL Journal, 2016
Unsupported claims have been made for the use of games in education and the gamification (game-like aspects, such as scores and point goals) of various learning elements. This brief article examines what may be the motivational basis of gaming and how it can affect students' behavior and ultimate success.
Descriptors: Educational Games, Teaching Methods, Student Behavior, Second Language Learning
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Holdener, J.; Milnikel, R. – PRIMUS, 2016
In this article we present three group activities designed for math students: a balloon-twisting workshop, a group proof of the irrationality of p, and a game of Math Bingo. These activities have been particularly successful in building enthusiasm for mathematics and camaraderie among math faculty and students at Kenyon College.
Descriptors: Group Activities, Mathematics Activities, Mathematical Logic, Educational Games
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Keating, Paul – International Journal of Game-Based Learning, 2016
Building on the use of the internet and social media as sites for activism, this paper highlights the emergence of political activism and collective protest in the online gaming environment. Referencing social movement theory and the rapidly evolving capacity of multiplayer online games to facilitate the development of strong group identities and…
Descriptors: Educational Games, Computer Games, Social Change, Activism
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