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Ku, D. T.; Huang, Y.-H.; Hus, S. C. – Journal of Computer Assisted Learning, 2015
This study investigated how the integration of a game-based learning strategy and a tangible user interface (TUI) device improves the learning achievement of fifth-grade students in studying Chinese idioms. By using the sifting, and sorting, features of Sifteo Cubes, learners, via a gaming situation, manually composed the cubes to the correct…
Descriptors: Teaching Methods, Academic Achievement, Chinese, Educational Games
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Frederick-Jonah, Toinpere Mercy; Igbojinwaekwu, Patrick Chukwuemeka – Journal of Research in Education, 2015
This study investigated the effects of game and poem-enhanced instructional strategies on students' interest in mathematics. The moderating effects of verbal ability were also examined on the dependent variable. A quasi-experimental design was adopted. Three hundred and forty four students in the sixth year of their primary education (primary 6…
Descriptors: Teaching Methods, Educational Games, Poetry, Quasiexperimental Design
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Kwan, Alvin C. M.; Chu, Samuel K. W.; Hong, Athena W. L.; Tam, Frankie; Lee, Grace M. Y.; Mellecker, Robin – International Journal of Game-Based Learning, 2015
Current educational resources for sex education in Hong Kong are mainly designed to be used in classroom. They are mostly text-based and are unattractive to the most vulnerable adolescent group. As discussion on sex is still taboo in Chinese society, self-learning resources can supplement classroom teaching. This paper describes an interactive…
Descriptors: Sex Education, Foreign Countries, Teaching Methods, Educational Games
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Cross, Emma; Mould, David; Smith, Robert – New Review of Academic Librarianship, 2015
The rise of game development and game studies on university campuses prompts academic libraries to consider how to support teaching and research in this area. This article examines current issues and challenges in the development of game collections at academic libraries. The gaming ecosystem has become more complex and libraries may need to move…
Descriptors: Academic Libraries, Library Materials, Video Games, Educational Games
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Agusalim, Imam Dui – Journal of Education and Practice, 2015
English subjects become a big part of education curriculum in Indonesia taught from the elementary level, intermediate, and high included the Distance Learning (DEP). To meet the needs of the importance of English will require learning media can be: 1. Creating Independence learning; 2. Increase the motivation to learn; and 3. Improving the…
Descriptors: Educational Games, English (Second Language), Second Language Instruction, Distance Education
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Waddington, David I. – Educational Theory, 2015
Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of "Fate of the World," a climate change simulation game, David Waddington addresses these concerns through a…
Descriptors: Video Games, Simulation, Educational Games, Educational Technology
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Agudo, J. Enrique; Rico, Mercedes; Sánchez, Héctor – Digital Education Review, 2015
Based on the assumption that educational software addressing Primary school learners must comprise a set of features to encourage children's creativity and development, the appropriate design of second language hypermedia adaptive games for Primary School children can pose a wide range of challenges both for the language teacher and computer…
Descriptors: Foreign Countries, Preschool Education, Hypermedia, Web Based Instruction
Fulgham, Susan M.; Shaughnessy, Michael F. – Educational Technology, 2015
Punya Mishra is Professor of Educational Psychology and Educational Technology at Michigan State University, where he directs the Master of Arts in Educational Technology program. He currently chairs the Creativity Special Interest Group at the Society for Information Technology in Teacher Education. He is nationally and internationally recognized…
Descriptors: Educational Technology, Creativity, Technological Literacy, Pedagogical Content Knowledge
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Culp, Katherine McMillan; Martin, Wendy; Clements, Margaret; Lewis Presser, Ashley – Technology, Knowledge and Learning, 2015
Rigorous studies of the impact of digital games on student learning remain relatively rare, as do studies of games as supports for learning difficult, core curricular concepts in the context of normal classroom practices. This study uses a blocked, cluster randomized controlled trial design to test the impact of a digital game, played as homework…
Descriptors: Middle School Students, Computer Games, Educational Games, Intervention
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de la Guía, Elena; Lozano, María D.; Penichet, Víctor M. R. – British Journal of Educational Technology, 2015
Children with attention deficit hyperactivity disorder (ADHD) experience behavioural and learning problems at home and at school, as well as a lack of self-control in their lives. We can take advantage of the evolution of new technologies to develop applications with the aim of enhancing and stimulating the learning process of children with ADHD.…
Descriptors: Attention Deficit Hyperactivity Disorder, Learning Processes, Educational Games, Computer Games
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Zorin, Barbara; Carver, David, Jr. – Mathematics Teaching in the Middle School, 2015
In grade 6, students should be able to "perform arithmetic operations, including those involving whole-number exponents, in the conventional order when there are no parentheses to specify a particular order" (p. 44). In grades 7 and 8, the rules of order of operations are used to simplify progressively complicated expressions and in…
Descriptors: Mathematics Instruction, Secondary School Mathematics, Middle School Students, Grade 6
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Bofferding, Laura; Hoffman, Andrew; Suazo, Elizabeth; Lisy, Nicole – North American Chapter of the International Group for the Psychology of Mathematics Education, 2015
When to introduce negative integers to children is an important issue in school mathematics; delaying their introduction can lead to lasting misconceptions such as one cannot subtract a larger whole number from a smaller. Yet understanding negatives involves a complex extension of whole-number knowledge. It is not known whether this extension is…
Descriptors: Elementary School Students, Elementary School Mathematics, Number Concepts, Intervention
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Allen, Laura K.; Crossley, Scott A.; Snow, Erica L.; Jacovina, Matthew E.; Perret, Cecile; McNamara, Danielle S. – Grantee Submission, 2015
We investigated whether students increased their self-assessment accuracy and essay scores over the course of an intervention with a writing strategy intelligent tutoring system, [Writing Pal] (W-Pal). Results indicate that students were able to learn from W-Pal, and that the combination of strategy instruction, game-based practice, and holistic…
Descriptors: Intelligent Tutoring Systems, Self Evaluation (Individuals), Accuracy, Essays
Snow, Erica L.; Likens, Aaron D.; Allen, Laura K.; McNamara, Danielle S. – Grantee Submission, 2015
Game-based environments frequently afford students the opportunity to exert agency over their learning paths by making various choices within the environment. The combination of log data from these systems and dynamic methodologies may serve as a stealth means to assess how students behave (i.e., deterministic or random) within these learning…
Descriptors: High School Students, Pretests Posttests, Teaching Methods, Technology Uses in Education
Swanson, Dewey; Gusev, Dmitri A. – Association Supporting Computer Users in Education, 2015
The Computer Information and Technology Department (CIT) program of Purdue University is offered at our regional campus in Columbus, Indiana. Like many programs throughout the country, we face issues in recruiting new students. Over the last seven to eight years, we have faced declining enrollment, even as our main campus at West Lafayette saw…
Descriptors: Educational Games, Student Motivation, Information Technology, Summer Programs
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