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Evans, Monica; Jennings, Erin; Andreen, Michael – International Journal of Game-Based Learning, 2011
Educational games have great potential as tools for motivating and engaging students, in addition to teaching learning content and objectives, but have had difficulty proving their potential through traditional means. This article proposes that recent advances in the achievement systems of entertainment games can be used to measure motivation and…
Descriptors: Educational Games, Measures (Individuals), Learning Motivation, Learner Engagement
Wainess, Richard; Kerr, Deirdre; Koenig, Alan – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
One of the reasons why commercial video games are popular is that they effectively teach players how to play the game--in many cases as the player plays the game itself. This paper focuses on how to effectively integrate teaching "how to play a game" with teaching an "instructional domain" within a game for learning. By analyzing more than 30…
Descriptors: Video Games, Teaching Methods, Educational Games, Feedback (Response)
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Vander Schee, Brian A. – Marketing Education Review, 2011
This paper presents the results of implementing an active learning activity in the principles of marketing course adapted from the television show "Family Feud". The objectives of the Marketing Feud game include increasing awareness of marketing misperceptions, clarifying marketing misunderstandings, encouraging class participation, and…
Descriptors: Active Learning, Learning Activities, Student Motivation, Learner Engagement
Renaud, Christian; Wagoner, Bridgette – Principal Leadership, 2011
The use of computer-based gaming in education is not a new phenomenon. Many educators nostalgically remember green Apple II monitors displaying the games Lemonade Stand and Oregon Trail in the early 1980s. Technology in schools has evolved considerably since then, and gaming has become pervasive within all demographic subgroups. Gaming within…
Descriptors: Video Games, Educational Games, Educational Technology, Computer Uses in Education
Thompson, Quentin – Mathematics Teaching, 2011
The March issue of "Mathematics Teaching" included an article by Alice Onion about Bowland Maths, focussing on the nature and use of the Professional Development modules that the Bowland Trust has developed--there are now seven such CPD modules on the Bowland website. The article also mentioned that the Bowland Trust had recently…
Descriptors: Feedback (Response), Mathematics Education, Professional Development, Mathematics Teachers
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Farmer, Lesley S. J. – Knowledge Quest, 2011
Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…
Descriptors: Females, School Libraries, Sex Fairness, Librarians
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Nicholson, Scott – Knowledge Quest, 2011
One of the great failings in educational game design is a focus on the question-and-answer model of gameplay. This type of educational game has players engage in some sort of time-wasting activity like rolling a die and moving, and then the focus of the game, the activity of answering a question, is triggered. Thousands of educational games use…
Descriptors: Educational Games, Game Theory, Video Technology, Program Design
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Huntley, Mary Ann; Flores, Alfinio – PRIMUS, 2011
In this article, the authors describe how prospective secondary mathematics teachers designed their own adaptations of popular board and computer games to learn the history of mathematics. They begin the article by describing some of the games students designed and used, and follow this with a discussion of factors for successful use of games in…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, History
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Clarke, Doug M.; Downton, Ann; Roche, Anne – Teaching Children Mathematics, 2011
Considerable evidence shows that the number line is a powerful learning tool for children in elementary school. Diezmann and Lowrie (2006) noted several cognitive advantages for users, including opportunities to demonstrate the continuity aspect of numbers as well as the provision of a useful tool for representing and solving problems. However,…
Descriptors: Elementary School Students, Developmentally Appropriate Practices, Mathematics Instruction, Elementary School Mathematics
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DiBattista, David – Teaching of Psychology, 2011
The Monty Hall dilemma (MHD) is a remarkably difficult probability problem with a counterintuitive solution. Undergraduate students used an interactive digital learning object that provided a set-based, animated explanation of the solution to the MHD and let them play games designed to increase understanding of the solution. More than 60% of users…
Descriptors: Undergraduate Students, Psychology, Probability, Educational Games
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Ramentol, Salvador Vidal – Australian Primary Mathematics Classroom, 2011
The aversion that many girls and boys experience towards mathematics has been one of the author's major concerns since he started teaching. In this article, he describes a project called "Numbers Day" that was designed to improve students' attitudes toward mathematics. There are many features of Numbers Day that teachers might…
Descriptors: Student Attitudes, Numbers, Student Motivation, Mathematics Instruction
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Morris, Todd A. – Journal of Chemical Education, 2011
For beginning chemistry students, the basic tasks of writing chemical formulas and naming covalent and ionic compounds often pose difficulties and are only sufficiently grasped after extensive practice with homework sets. An enjoyable card game that can replace or, at least, complement nomenclature homework sets is described. "Go Chemistry" is…
Descriptors: Knowledge Level, Chemistry, Educational Games, Science Instruction
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Aljadeff-Abergel, Elian – Journal of Physical Education, Recreation & Dance (JOPERD), 2011
Karate can contribute to learning in all three domains (psychomotor, cognitive, and affective), even in elementary-age children. Nevertheless, physical education teachers receive minimal or no training in teaching karate in school settings and are skeptical about doing so. The purpose of this article is to enable physical educators to teach…
Descriptors: Physical Education, Physical Education Teachers, Elementary School Students, Psychomotor Skills
Kirkorian, Heather L.; Pempek, Tiffany A. – ZERO TO THREE, 2013
As interactive screens (e.g., tablet computers, smartphones) continue to enter the homes of young children, it becomes increasingly important to understand the impact of these technologies on development. Some studies suggest that while traditional television and videos hold little educational value for toddlers, young children may be able to…
Descriptors: Toddlers, Manipulative Materials, Technology Uses in Education, Influence of Technology
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Jackson, G. Tanner; McNamara, Danielle S. – Journal of Educational Psychology, 2013
One strength of educational games stems from their potential to increase students' motivation and engagement during educational tasks. However, game features may also detract from principle learning goals and interfere with students' ability to master the target material. To assess the potential impact of game-based learning environments, in this…
Descriptors: Intelligent Tutoring Systems, Educational Games, Student Motivation, Learning
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