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Gómez-Carrasco, Cosme-Jesús; Monteagudo-Fernández, José; Moreno-Vera, Juan-Ramón; Sainz-Gómez, Marta – Education Sciences, 2019
We present the results of a training program with future Primary Education teachers on the impact on motivation and perception of learning achieved through strategies and techniques associated with gamma and flipped-classroom. The program was run in four classroom groups (n = 210) at the University of Murcia (Spain) and the aim was to analyze the…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Technology Uses in Education
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Mandigo, James; Lodewyk, Ken; Tredway, Jay – Journal of Teaching in Physical Education, 2019
Purpose: The purpose of this study was to investigate the impact of an 8-week after-school intramural program that adopted a Teaching Games for Understanding (TGfU) approach to facilitate the development of elementary-school-aged children physical literacy. Methods: Using Physical and Health Education Canada's Passport for Life tool, 22…
Descriptors: Elementary School Students, Physical Education, Physical Activities, Literacy
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Praet, Magda; Desoete, Annemie – Learning Disabilities: A Contemporary Journal, 2019
The purpose of the present pilot study was to evaluate the effects of particular educational math games in kindergarten on numerical skills in Grade 1. Our participants were 49 children with early math difficulties, 65 average achievers, and 48 high-achieving 5-year-old children. All of them played various adaptive math games for 5 weeks. To avoid…
Descriptors: Early Intervention, Kindergarten, Learning Problems, Mathematics Skills
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Valério Neto, Luiz; Fontoura Junior, Paulo H. F.; Bordini, Rogério A.; Otsuka, Joice L.; Beder, Delano M. – Educational Technology & Society, 2019
In the last decade many studies have stated that learning based on digital games emerges as an effective way to combine teaching and learning processes with the attractiveness of digital technologies, because they are dynamic and playful. However, the vast majority of these digital resources -- such as educational games -- are still essentially…
Descriptors: Educational Games, Visual Impairments, Inclusion, Computer Games
Bart, William – Educational Technology, 2016
This article provides an examination of interrelationships among educational technology, creativity, and chess. It presents the argument that chess training fosters significant gains in scholastic achievement and cognitive ability. As a vital component in chess training programs, contemporary chess software such as Fritz serves as impressive…
Descriptors: Educational Technology, Creativity, Educational Games, Artificial Intelligence
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Wang, J. H.; Chen, S. Y.; Chang, B.; Chan, T. W. – Journal of Computer Assisted Learning, 2016
Peer response is useful to improve student writing. However, traditional peer response takes a single mode, which has some problems, such as effort for preparation of documents or ambiguous feedback. To address these problems, this study presents two peer response approaches, that is, an integrative approach and a game-based integrative approach.…
Descriptors: Peer Evaluation, Feedback (Response), Writing Instruction, Writing Skills
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Dissanayake, Sahan T. M.; Jacobson, Sarah A. – Journal of Economic Education, 2016
Some policies try to maximize net benefits by targeting different individuals to participate. This is difficult when costs and benefits of participation vary independently, such as in land conservation. The authors share a classroom game that explores cases in which minimizing costs may not maximize benefits and vice versa. The game is a…
Descriptors: Economics Education, Cost Effectiveness, Public Policy, Educational Games
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Ke, Fengfeng; Xie, Kui; Xie, Ying – British Journal of Educational Technology, 2016
The promise of using games for learning is that play- and learning-engagement would occur cohesively as a whole to compose a highly motivated learning experience. Yet the conceptualization of such an integrative process in the development of play-based learning engagement is lacking. In this analytical paper, we explored and conceptualized the…
Descriptors: Educational Games, Learner Engagement, Play, Theory Practice Relationship
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Groth, Randall E.; Butler, Jaime; Nelson, Delmar – Teaching Statistics: An International Journal for Teachers, 2016
Students can struggle to understand and use terms that describe probabilities. Such struggles lead to difficulties comprehending classroom conversations. In this article, we describe some specific misunderstandings a group of students (ages 11-12) held in regard to vocabulary such as "certain", "likely" and…
Descriptors: Statistical Analysis, Statistics, Probability, Misconceptions
van der Pal, Jelke; Roos, Christopher; Sewnath, Ghanshaam; Rosheuvel, Christian – International Association for Development of the Information Society, 2016
The prospective use of low fidelity simulation and gaming in aviation training is high, and may facilitate individual, personal training needs in usually asynchronous training setting. Without direct feedback from, or intervention by, an instructor, adaptivity of the training environment is in high demand to ensure training sessions maintain an…
Descriptors: Educational Games, Brain, Aviation Education, Cognitive Processes
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Ding, Xiaohao; Ha, Wei; Kang, Le; Morgan, W. John – ECNU Review of Education, 2018
Purpose: The oversupply of college graduates and increasing competition in the Chinese urban labor market have forced college students to undertake internships much earlier and to a greater intensity in the hope of boosting their employment prospects. It may be argued that the considerable time and energy thus spent on internships is deleterious…
Descriptors: Foreign Countries, College Students, Internship Programs, Educational Games
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Lee, Pai-Lin; Chang, Hui-Hsiang; Huang, Chih Kun; Cheng, Wen-Chen; Lee, Pi-Yu; Chao, Hui-Chen – Educational Gerontology, 2018
Objective: Memory loss affects a large proportion of older adults. Research indicates a positive association between memory training and better memory performance as people age. However, studies on specific memory training using an experimental design are limited. This study explored whether memory training has improved memory performance in a…
Descriptors: Memory, Training, Older Adults, Educational Gerontology
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Acosta, Melanie M.; Denham, André R. – Urban Review: Issues and Ideas in Public Education, 2018
Educational game designers and educators are using digital games as a platform for teaching academic content, including multicultural curriculum. However, it is unclear how well digital game-based learning can coexist with the goals of multicultural education for the purpose of meeting the needs of African American children. In this essay, we…
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology
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Griffiths, Barry J. – PRIMUS, 2018
This paper describes an innovative way of randomly collecting handwritten homework in calculus classes with approximately 50 students using a standard deck of cards, which does not place an excessive burden on faculty with regard to grading. In addition to the increased awareness students develop in structuring a mathematical solution, the…
Descriptors: Attendance, Writing Skills, Educational Games, Teaching Methods
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Hussain, Hanin – Sport, Education and Society, 2018
This paper conceptualizes the teaching and learning of physically active play (PAP) in the early childhood curriculum. The conceptualization emerges from 'doing complexivist bricolage' and draws on complexity thinking features and concepts to position teaching and learning in PAP as children and teachers together exploring three different and…
Descriptors: Play, Early Childhood Education, Physical Activities, Educational Games
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