NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 2,791 to 2,805 of 9,530 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Su, Chung-Ho; Hsaio, Kai-Chong – EURASIA Journal of Mathematics, Science & Technology Education, 2015
Game-based learning is an effective learning method, whose performance depends on the quality of the educational game. Due to versatile game environments with complex backgrounds, evaluations are not easy to implement. Consequently, it is difficult for educators to determine to what degree a game may be qualified. This study proposes a novel,…
Descriptors: Educational Games, Decision Making, Models, Evaluation
Peer reviewed Peer reviewed
Direct linkDirect link
Bird, Jo; Edwards, Susan – British Journal of Educational Technology, 2015
Digital technologies are increasingly acknowledged as an important aspect of early childhood education. A significant problem for early childhood education has been how to understand the pedagogical use of technologies in a sector that values play-based learning. This paper presents a new framework to understand how children learn to use…
Descriptors: Educational Technology, Technology Uses in Education, Early Childhood Education, Play
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Dvorkovaya, Marina Vasilievna; Kurenkova, Evgeniya Alekseevna – International Education Studies, 2015
Game-based learning is being increasingly used in teaching humanities. In teaching politology, it seems to bring the most effective results. Through educational games, learners can fully experience modeling particular situations in the job of a would-be political technologist, which would guarantee training professional politologists with maximum…
Descriptors: Educational Games, Political Science, Policy, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Schmidt, Stephen J. – Journal of Economic Education, 2015
In this article, the author presents an asymmetric version of the familiar public goods classroom experiment, in which some players are given more tokens to invest than others, and players collectively decide whether to divide the return to the group investment asymmetrically as well. The asymmetry between players raises normative issues about…
Descriptors: Economics Education, Justice, Theories, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Snow, Erica L.; Allen, Laura K.; Jackson, G. Tanner; McNamara, Danielle S. – International Journal of Artificial Intelligence in Education, 2015
Using students' process data from the game-based Intelligent Tutoring System (ITS) iSTART-ME, the current study examines students' propensity to use system currency to unlock game-based features, (i.e., referred to here as "spendency"). This study examines how spendency relates to students' interaction preferences, in-system performance,…
Descriptors: Intelligent Tutoring Systems, Educational Games, High School Students, Preferences
Porter, Gavin W.; Tanenbaum, Michael A. – Educational Technology, 2015
Recruitment gaming embodies an exciting new tool at the interface of the education and private sectors. Employers and recruitment platforms add new complications to the already problematic relationship between game designers and educators. To better understand the emerging recruitment aspects of gaming and identify areas for those in educational…
Descriptors: Educational Games, Games, Recruitment, Educational Technology
Washington, Christopher – Online Submission, 2015
Digitally delivered learning shows the promise of enhancing learner motivation and engagement, advancing critical thinking skills, encouraging reflection and knowledge sharing, and improving professional self-efficacy. Digital learning objects take many forms including interactive media, apps and games, video and other e-learning activities and…
Descriptors: Electronic Learning, Ecology, Educational Games, Outcomes of Education
Liu, Zhongxiu – International Educational Data Mining Society, 2015
Data-driven methods have been a successful approach to generating hints for programming problems. However, the majority of previous studies are focused on procedural hints that aim at moving students to the next closest state to the solution. In this paper, I propose a data-driven method to generate remedy hints for BOTS, a game that teaches…
Descriptors: Programming, Educational Games, Puzzles, Problem Solving
Peer reviewed Peer reviewed
Direct linkDirect link
Kinshuk, Ed.; Huang, Ronghuai, Ed. – Lecture Notes in Educational Technology, 2015
This book focuses on the design and architecture of ubiquitous learning environments, associated technologies, various learning scenarios supported by these environments, and different contexts that arise in environments where the seamless immersion of formal and informal activities and interactions has the potential to contribute to the learning…
Descriptors: Electronic Learning, Educational Technology, Informal Education, Individualized Instruction
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Adam Barger – William & Mary Educational Review, 2015
This article explored two complimentary frameworks for utilizing web-based simulation games in social studies classrooms and applied them in a media analysis of a popular web-based civics simulation. McCall's (2014) practical framework and Raphael, Bachen, Lynn, Mckee, and Baldwin-Philippi's (2010) approach provided a thorough construct for…
Descriptors: Computer Simulation, Web Sites, Video Games, Social Studies
Peer reviewed Peer reviewed
Direct linkDirect link
Farrell, David; Moffat, David C. – International Journal of Game-Based Learning, 2014
For any given Game Based Learning (GBL) project to be successful, the player must learn something. Designers may base their work on pedagogical research, but actual game design is still largely driven by intuition. People are famously poor at unsupported methodical thinking and relying so much on instinct is an obvious weak point in GBL design…
Descriptors: Educational Games, Instructional Design, Computer Interfaces, Man Machine Systems
Peer reviewed Peer reviewed
Direct linkDirect link
Bond, Lloyd – Measurement: Interdisciplinary Research and Perspectives, 2014
Lloyd Bond comments here on the Focus article in this issue of "Measurement: Interdisciplinary Research and Perspectives". The Focus article is entitled: "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" (Russell G. Almond, Yoon Jeon Kim, Gertrudes Velasquez, and Valerie J. Shute). Bond…
Descriptors: Educational Assessment, Task Analysis, Models, Design
Peer reviewed Peer reviewed
Direct linkDirect link
Hwang, Gwo-Jen; Chen, Chih-Hung – British Journal of Educational Technology, 2017
In this paper, an inquiry-based ubiquitous gaming approach was proposed. The objective of the study was to enhance students' performances in in-field learning activities. To show the advantages of the approach, an experiment was carried out to assess the effects of it on students' learning achievement, motivation, critical thinking, and problem…
Descriptors: Active Learning, Inquiry, Educational Games, Design
Peer reviewed Peer reviewed
Direct linkDirect link
Kinnebrew John S.; Killingsworth, Stephen S.; Clark, Douglas B.; Biswas, Gautam; Sengupta, Pratim; Minstrell, James; Martinez-Garza, Mario; Krinks, Kara – IEEE Transactions on Learning Technologies, 2017
Digital games can make unique and powerful contributions to K-12 science education, but much of that potential remains unrealized. Research evaluating games for learning still relies primarily on pre- and post-test data, which limits possible insights into more complex interactions between game design features, gameplay, and formal assessment.…
Descriptors: Computer Games, Educational Games, Data Analysis, Science Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Harding, Susan-Marie E.; Griffin, Patrick E.; Awwal, Nafisa; Alom, B. M. M.; Scoular, Claire – AERA Open, 2017
This study describes an online method of measuring individual students' collaborative problem-solving abilities using four interactive mathematics-based tasks, with students working in pairs. Process stream data were captured from 3,000 students who completed the tasks in the United States, Australia, Canada, Costa Rica, Singapore, and Finland.…
Descriptors: Mathematics Instruction, Problem Solving, Cooperative Learning, Secondary School Mathematics
Pages: 1  |  ...  |  183  |  184  |  185  |  186  |  187  |  188  |  189  |  190  |  191  |  ...  |  636