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Gee, Elisabeth R.; Aguilera, Earl; Kachorsky, Dani; Parekh, Priyanka; Tran, Kelly; Stewart, Carolee – AERA Online Paper Repository, 2017
This paper reports on the design and outcomes of a story-enhanced game intended to improve middle school age girls' understanding of data representation and their engagement in learning. Findings indicate the effectiveness of the game but raise further questions about the role of story in games to teach computer science concepts.
Descriptors: Story Telling, Educational Games, Game Based Learning, Design
Bawa, Papia – ProQuest LLC, 2017
The study investigated the use of Massively Multiplayer Online Games (MMOG) in English and Business classrooms in Higher Education from the context of learners' performance outcomes, as well as stakeholders' (learners, administrators, and faculty) perceptions pertaining to their experiences when using an MMOG based curriculum. The findings…
Descriptors: Computer Games, Simulated Environment, Educational Technology, Technology Uses in Education
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Liu, Zhongxiu; Cody, Christa; Barnes, Tiffany; Lynch, Collin; Rutherford, Teomara – International Educational Data Mining Society, 2017
Replayability has long been touted as a benefit of educational games. However, little research has measured its impact on learning, or investigated when students choose to replay prior content. In this study, we analyzed data on a sample of 4,827 3rd-5th graders from ST Math, a game-based educational platform integrated into classroom instruction…
Descriptors: Educational Games, Play, Educational Benefits, Elementary School Students
Amy Shannon Cook; Steven P. Dow; Jessica Hammer – Grantee Submission, 2017
Classroom role-play is an interactive learning technique with a long history of success, but current attempts to augment it with technology limit the very interactions that make this technique successful. For example, digital roleplay games often engage individual students at a computer, rather than creating rich social interactions among…
Descriptors: Technology Uses in Education, Educational Games, Role Playing, Educational Technology
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Lamb, Richard; Cavagnetto, Andy; Akmal, Tariq – International Journal of Science and Mathematics Education, 2016
A critical problem with the examination of learning in education is that there is an underlying assumption that the dynamic systems associated with student information processing can be measured using static linear assessments. This static linear approach does not provide sufficient ability to characterize learning. Much of the modern research…
Descriptors: Cognitive Processes, Learning Processes, Science Instruction, Models
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Mayer, Igor; Warmelink, Harald; Zhou, Qiqi – British Journal of Educational Technology, 2016
The authors explore how framing theory and the method of frame-reflective discourse analysis provide foundations for the emerging discipline of serious games (SGs) research. Starting with Wittgenstein's language game and Berger and Luckmann's social constructivist view on science, the authors demonstrate why a definitional or taxonomic approach to…
Descriptors: Discourse Analysis, Educational Games, Game Theory, Educational Research
Sengupta, Pratim; Clark, Doug – Educational Technology, 2016
The authors extend the theory of "disciplinary integration" of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom, and (2) iterative design of multiple, complementary, symbolic inscriptions (e.g.,…
Descriptors: Play, Games, Science Instruction, Science Education
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Ke, Fengfeng – Educational Technology Research and Development, 2016
Via a systematic review of the literature on learning games, this article presents a systematic discussion on the design of intrinsic integration of domain-specific learning in game mechanics and game world design. A total of 69 articles ultimately met the inclusion criteria and were coded for the literature synthesis. Exemplary learning games…
Descriptors: Literature Reviews, Educational Games, Design, Play
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Nebel, Steve; Schneider, Sascha; Rey, Günter Daniel – Educational Technology & Society, 2016
Since the field of educational videogames or serious games is not limited to games that are specifically designed for educational purposes, videogames such as Minecraft have aroused the attention of teachers and researchers alike. To gain insights into the applicability of Minecraft, we reviewed the literature on use of the game in education and…
Descriptors: Video Games, Educational Games, Teaching Methods, Educational Research
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Aleven, Vincent; McLaren, Bruce M.; Sewall, Jonathan; van Velsen, Martin; Popescu, Octav; Demi, Sandra; Ringenberg, Michael; Koedinger, Kenneth R. – International Journal of Artificial Intelligence in Education, 2016
In 2009, we reported on a new Intelligent Tutoring Systems (ITS) technology, example-tracing tutors, that can be built without programming using the Cognitive Tutor Authoring Tools (CTAT). Creating example-tracing tutors was shown to be 4-8 times as cost-effective as estimates for ITS development from the literature. Since 2009, CTAT and its…
Descriptors: Intelligent Tutoring Systems, Artificial Intelligence, Programming, Educational Technology
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Lujan, Lujan; DiCarlo, Stephen E. – Advances in Physiology Education, 2016
Galen of Pergamon (130-200 A.D.) was an accomplished showman and scientist who made enormous advancements in the understanding of the heart, nervous system, and mechanics of breathing. These advancements were often achieved during impressive public "performances" of vivisection on Barbary apes and other living animals. These "shock…
Descriptors: Inquiry, Science Experiments, Human Body, Physiology
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Renshaw, Ian; Araújo, Duarte; Button, Chris; Chow, Jia Yi; Davids, Keith; Moy, Brendan – Physical Education and Sport Pedagogy, 2016
Background: There is some apparent confusion regarding similarities and differences between two popular physical education (PE) pedagogical frameworks, that is, the Constraints-Led Approach (CLA) and Teaching Games for Understanding (TGfU). Purpose: Our aim in this commentary is to detail important theoretical and pedagogical concepts that…
Descriptors: Physical Education, Educational Games, Models, Teaching Methods
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Reynolds, Rebecca – Educational Technology Research and Development, 2016
This paper offers a newly conceptualized modular framework for digital literacy that defines this concept as a task-driven "social constructivist digital literacy," comprising 6 practice domains grounded in Constructionism and social constructivism: Create, Manage, Publish, Socialize, Research, Surf. The framework articulates possible…
Descriptors: Computer Literacy, Constructivism (Learning), Instructional Design, Educational Games
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Chin, Doris B.; Blair, Kristen P.; Schwartz, Daniel L. – Technology, Knowledge and Learning, 2016
In partnership with both formal and informal learning institutions, researchers have been building a suite of online games, called choicelets, to serve as interactive assessments of learning skills, e.g. critical thinking or seeking feedback. Unlike more traditional assessments, which take a retrospective, knowledge-based view of learning,…
Descriptors: Educational Games, Computer Games, Selection, Problem Solving
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Offorma, Grace Chibiko – International Journal of Curriculum and Instruction, 2016
Culture is seen from different perspectives but the focus of this paper is on the totality of people's way of life; those things that bind the society together. In this paper, the key concepts of curriculum, culture, and curriculum planning are explained. The components of culture, namely, universals of culture, specialties of culture and…
Descriptors: Curriculum Development, Teaching Methods, Role Playing, Drama
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