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Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers and posters of the 13th International Conference on Mobile Learning 2017, which was organised by the International Association for Development of the Information Society (IADIS), in Budapest, Hungary, April 10-12, 2017. The Mobile Learning 2017 Conference seeks to provide a forum for the presentation and…
Descriptors: Conference Papers, Telecommunications, Handheld Devices, Educational Technology
Allen, Laura K.; Crossley, Scott A.; Snow, Erica L.; McNamara, Danielle S. – Language Learning & Technology, 2014
The Writing Pal (W-Pal) is an intelligent tutoring system (ITS) designed to provide students with explicit writing strategy instruction and practice. W-Pal includes a suite of educational games developed to increase writing engagement and provide opportunities to practice writing strategies. In this study, first (L1) (n = 26) and second (L2)…
Descriptors: Second Language Learning, Second Language Instruction, Writing Instruction, Educational Games
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Black, Rebecca W.; Reich, Stephanie M. – International Journal of Game-Based Learning, 2011
In recent years there has been a marked increase in the number of virtual worlds aimed at populations between the ages of 6 to14 years. This article examines the content and design of one such site, Webkinz World, as a sociocultural context for informal learning. Focusing on the design and activities of this site sheds light on the ways in which…
Descriptors: Affordances, Barriers, Scaffolding (Teaching Technique), Educational Games
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Liu, Chang; Franklin, Teresa; Shelor, Roger; Ozercan, Sertac; Reuter, Jarrod; Ye, En; Moriarty, Scott – American Journal of Business Education, 2011
Game-like three-dimensional (3D) virtual worlds have become popular venues for youth to explore and interact with friends. To bring vital financial literacy education to them in places they frequent, a multi-disciplinary team of computer scientists, educators, and financial experts developed a youth-oriented financial literacy education game in…
Descriptors: Money Management, Teaching Methods, Computer Simulation, Educational Games
DeWeese, Sean V.; Randolph, Justus J. – Online Submission, 2011
Mastery learning is a formative assessment strategy that involves the use of specific interventions, called correctives, to address the specific comprehension needs of the learner. Effective correctives are crucial for the effectiveness of mastery learning, so it is important that teachers make good decisions about what activities and strategies…
Descriptors: Mastery Learning, Intervention, Instructional Effectiveness, Formative Evaluation
Tarbay, Joshua J. – ProQuest LLC, 2011
The problem addressed in this study was the increasing number of overweight and obese children and the increased demand for cost-effective methods of combating this epidemic. One method used to promote weight loss and to increase movement levels and cardiovascular endurance among school-aged children, is the Konami [R] brand dancing game, Dance…
Descriptors: Metabolism, Physical Education, College Students, Obesity
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Anders, Brent A.; Briggs, Deborah J.; Hai-Jew, Shalin; Caby, Zachary; Werick, Mary – EDUCAUSE Quarterly, 2011
As a college course, global public health covers topics that affect individuals' welfare and thus should be accessible to the public, providing information to help people make informed decisions about their health. This article discusses the creation of DMP 844: Global Health, a graduate-level course in the College of Veterinary Medicine's…
Descriptors: Graduate Study, Veterinary Medicine, Public Health, Health Education
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Nielsen, Klaus; Dalgaard, Susanne; Madsen, Sarah – International Journal of Qualitative Studies in Education (QSE), 2011
In recent years, therapeutic techniques have played an increasingly significant role in Danish educational thinking. One way in which this therapeutic thinking discloses itself is in the ever-growing use of educational-therapeutic games as part of the educational practice. Inspired by Foucault, we argue that educational-therapeutic games can be…
Descriptors: Educational Games, Educational Theories, Intimacy, Educational Practices
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Pippins, Tracy; Anderson, Cody M.; Poindexter, Eric F.; Sultemeier, S. Whitney; Schultz, Linda D. – Journal of Chemical Education, 2011
"Element Cycles" is an activity designed to reinforce correlation of essential elements and their different forms in the ecosystem. Students are assigned essential elements to research as homework, then share results, and construct game boards with four ecosphere sections: geosphere (earth), hydrosphere (water), atmosphere (air), and biosphere…
Descriptors: Chemistry, Ecology, Science Instruction, College Science
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Amory, Alan; Molomo, Bolepo; Blignaut, Seugnet – Perspectives in Education, 2011
In this paper, the collaborative development, instantiation, expansion and re-representation as research instrument of the Game Object Model (GOM) are explored from a Cultural Historical Activity Theory perspective. The aim of the paper is to develop insights into the design, integration, evaluation and use of video games in learning and teaching.…
Descriptors: Learning Theories, Video Games, Evaluation Methods, Learning Processes
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Wouters, Pieter; van der Spek, Erik D.; van Oostendorp, Herre – Educational Technology Research and Development, 2011
The effectiveness of serious games is often measured with verbal assessment. As an alternative we propose Pathfinder structural assessment (defined as measuring the learners' knowledge organization and compare this with a referent structure) which comprises three steps: knowledge elicitation, knowledge representation and knowledge evaluation. We…
Descriptors: Knowledge Representation, Evaluation Methods, Measurement Techniques, Guidelines
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Waters, John K. – T.H.E. Journal, 2011
It has been 41 years since the late Wisconsin Senator Gaylord Nelson launched the first nationwide grassroots demonstration on behalf of the environment, known as Earth Day. The event was a national "teach-in" about environmental causes, and it is widely considered the spark that ignited the modern environmental education movement. Within months,…
Descriptors: Environmental Education, Educational Resources, Conservation (Environment), Energy Conservation
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Hamalainen, Raija – Technology, Pedagogy and Education, 2011
Designing collaborative three-dimensional learning games for vocational learning may be one way to respond to the needs of working life. The theoretical vantage points of collaborative learning for game development and the "design-based research" methodology are described; these have been used to support collaborative learning in the…
Descriptors: Cooperation, Vocational Education, Cooperative Learning, Educational Games
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Hawkins, Alfred G., Jr. – Journal of Case Studies in Accreditation and Assessment, 2010
AACSB has mandated that the documentation of student learning will become increasingly important in decisions regarding initial accreditation and reaffirmation. Assurance of learning is a major part of the accreditation and reaffirmation process. All universities will need to develop a set of learning goals for all their programs. These learning…
Descriptors: Business Administration Education, College Outcomes Assessment, Scoring Rubrics, Business Skills
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Lai, Jason Kwong-Hung; Leung, Howard; Hu, Zhi-Hui; Tang, Jeff K. T.; Xu, Yun – International Journal of Distance Education Technologies, 2010
One of the difficulties in learning Chinese characters is distinguishing similar characters. This can cause misunderstanding and miscommunication in daily life. Thus, it is important for students learning the Chinese language to be able to distinguish similar characters and understand their proper usage. In this paper, the authors propose a game…
Descriptors: Educational Games, Computer Uses in Education, Electronic Learning, Automation
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