NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 3,541 to 3,555 of 9,530 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Sengupta, Pratim; Krinks, Kara D.; Clark, Douglas B. – Journal of the Learning Sciences, 2015
How does deep conceptual change occur when students play well-designed educational games? To answer this question, we present a case study in the form of a microgenetic analysis of a student's processes of knowledge construction as he played a conceptually-integrated digital game (SURGE Next) designed to support learning about Newtonian mechanics.…
Descriptors: Educational Games, Physics, Science Instruction, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Tsiakara, Angeliki; Digelidis, Nikolaos – Early Child Development and Care, 2015
The aim of this research was to study the effect of learning environment and type of goals on: (a) preschool children's performance during a play, (b) preschool children's perception of their performance and (c) preschool children's satisfaction. Fifty-six preschool children (24 boys and 32 girls; M[subscript age]?=?5.5 years) took…
Descriptors: Preschool Children, Preschool Evaluation, Educational Environment, Performance Based Assessment
Peer reviewed Peer reviewed
Direct linkDirect link
Jong, Morris S. Y. – Curriculum Journal, 2015
VISOLE (Virtual Interactive Student-Oriented Environment) is a teacher-facilitated pedagogical approach to integrating constructivist online game-based learning into formal curriculum teaching in school education. This paper reports a case study on the implementation of VISOLE in secondary Geography education. We compared the pedagogical…
Descriptors: Online Courses, Teaching Methods, Constructivism (Learning), Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun – Interactive Learning Environments, 2015
This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…
Descriptors: Foreign Countries, Simulated Environment, Educational Games, History Instruction
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Franciosi, Stephan J.; Yagi, Junichi; Tomoshige, Yuuki; Ye, Suying – CALICO Journal, 2016
Recent studies have shown that simulation games may be useful tools for supporting foreign language education. However, much of this research has focused on games using 3D graphic technology, which entail technical requirements that may render them too complex for use in many educational contexts. Accordingly, we wanted to determine if less…
Descriptors: Vocabulary Development, Educational Games, Memory, Quasiexperimental Design
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Stubbé, Hester; Badri, Aiman; Telford, Rebecca; van der Hulst, Anja; van Joolingen, Wouter – Electronic Journal of e-Learning, 2016
E-Learning Sudan (ELS) is a custom-built computer/tablet game that provides alternative learning opportunities to Sudanese children who are excluded from education. Unique in ELS is that children can learn mathematics, in their own remote village, without a teacher. This research study assessed the effectiveness of ELS in two pilots through a…
Descriptors: Foreign Countries, Access to Education, Mathematics Instruction, Rural Areas
Peer reviewed Peer reviewed
Direct linkDirect link
Alstete, Jeffrey W.; Beutell, Nicholas J. – Quality Assurance in Education: An International Perspective, 2016
Purpose: The purpose of this paper is to contend that collegiate programs should carefully plan their capstone courses in light of the educational mission, pedagogical content knowledge, instructional techniques and delivery formats. Design/methodology/approach: This is a concept paper with elements of theory building from the case of business…
Descriptors: College Students, Business Administration Education, Teaching Methods, Delivery Systems
Peer reviewed Peer reviewed
Direct linkDirect link
Bouris, Alida; Mancino, Jenny; Jagoda, Patrick; Hill, Brandon J.; Gilliam, Melissa – Sex Education: Sexuality, Society and Learning, 2016
This paper presents findings from a focus group study conducted to evaluate "The Source," an alternate reality game (ARG). ARGs are a relatively new genre of interactive digital games that use a variety of media to engage game players. We developed modules on sexual health, sexual orientation, and homophobia in a game that was delivered…
Descriptors: Adolescents, Sexuality, Sex Education, Simulated Environment
Peer reviewed Peer reviewed
Direct linkDirect link
Lu, Fang-Chen; Chang, Ben – Educational Technology & Society, 2016
With the advantages of an engaged and authentic role-play game (RPG), this study aims to develop an RPG-enhanced English for specific purposes (ESP) vocabulary-acquisition framework, providing teachers and students a systematic way to incorporate RPG into ESP learning. The framework is composed of five parts: goal, three-level vocabulary sets, RPG…
Descriptors: Role Playing, Educational Games, English for Special Purposes, Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Interactive Learning Environments, 2016
Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in learning and thus improve their learning performance. The purpose of this study was to examine the relationships among elementary school students' flow experience and learning performances. We also…
Descriptors: Foreign Countries, Elementary School Students, Educational Games, Learning Processes
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Slussareff, Michaela; Bohácková, Petra – Digital Education Review, 2016
This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…
Descriptors: Design, Video Games, Elementary School Students, Student Participation
Peer reviewed Peer reviewed
Direct linkDirect link
Casey, Ashley; Hastie, Peter; Jump, Steve – Sport, Education and Society, 2016
This paper documents how a unit of student-designed games can create a more meaningful version of physical education (PE) for disengaged students, a version that enhances the educational legitimacy of the subject matter by affording it worth in and of itself rather than being justified for other, extrinsic or instrumental reasons. Furthermore, it…
Descriptors: Physical Education, Student Developed Materials, Game Theory, Educational Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rensing, Julia; Vierbuchen, Marie-Christine; Hillenbrand, Clemens; Grünke, Matthias – Insights into Learning Disabilities, 2016
The alarming results of large studies such as the National Assessment of Educational Progress (NAEP; National Center for Education Statistics, 2012) point to an urgent need for writing support and call for specific and effective methods to foster writing competencies. The main purpose of this paper is to describe an innovative peer-assisted…
Descriptors: Foreign Countries, Secondary Schools, Writing (Composition), Writing Exercises
Peer reviewed Peer reviewed
Direct linkDirect link
Dieser, Olivia; Bogner, Franz X. – Environmental Education Research, 2016
In line with previous studies, where outdoor nature experience was shown to support adolescents' environmental knowledge, our study monitored the influence of a hands-on environmental programme within a National Park on cognitive knowledge achievement. A sample of 4th and 5th graders (n = 289) completed a week-long outreach conservation programme…
Descriptors: Environmental Education, Teaching Methods, Parks, Outdoor Education
Peer reviewed Peer reviewed
Direct linkDirect link
Li, Qing; Vandermeiden, Elise; Lemieux, Collette; Nathoo, Shahista – International Journal for Technology in Mathematics Education, 2016
This study explored secondary students' learning experiences in mathematics through digital game building. In this study, students were asked to become designers and builders in order to coauthor their own mathematics learning. Grounded in enactivism, this study examined the impact of game building on students' achievement. In addition, it…
Descriptors: Secondary School Mathematics, Mathematics Instruction, Mathematics Education, Educational Technology
Pages: 1  |  ...  |  233  |  234  |  235  |  236  |  237  |  238  |  239  |  240  |  241  |  ...  |  636