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Hense, Jan; Mandl, Heinz – International Association for Development of the Information Society, 2012
This conceptual paper aims to clarify the theoretical underpinnings of game based learning (GBL) and learning with digital learning games (DLGs). To do so, it analyses learning of game related skills and contents, which occurs constantly during playing conventional entertainment games, from three perspectives: learning theory, emotion theory, and…
Descriptors: Foreign Countries, Educational Games, Electronic Publishing, Feedback (Response)
Durall, E.; Gros, B.; Maina, M.; Johnson, L.; Adams Becker, S. – New Media Consortium, 2012
This report reflects a multi-year collaborative effort between the New Media Consortium (NMC) and the eLearn Center of the Universitat Oberta de Catalunya to help inform Iberoamerican educational leaders about significant developments in technologies supporting teaching, learning, and research in tertiary education. The report was produced to…
Descriptors: Foreign Countries, Technology Uses in Education, Technological Advancement, Educational Technology
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Lowdermilk, John; Martinez, Deborah; Pecina, Julie; Beccera, Lisa; Lowdermilk, Carey – TechTrends: Linking Research and Practice to Improve Learning, 2012
This article examines the use of a focused educational game. The game, "Behavior Breakthroughs"[TM], was created to teach people that work with children with autism, appropriate behavior management techniques. A group of undergraduate, teacher education students played the game and provided feedback on their experiences.
Descriptors: Autism, Student Behavior, Classroom Techniques, Special Education
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Caropreso, Maria Fernanda; Inkpen, Diana; Keshtkar, Fazel; Khan, Shahzad – Journal of Interactive Learning Research, 2012
Natural Language Generation (NLG) systems can make data accessible in an easily digestible textual form; but using such systems requires sophisticated linguistic and sometimes even programming knowledge. We have designed and implemented an environment for creating and modifying NLG templates that requires no programming knowledge, and can operate…
Descriptors: Natural Language Processing, Computer Simulation, Computer System Design, Computer Software
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Young, William, II; Franklin, Teresa; Cooper, Tessa; Carroll, Stephen; Liu, Chang – Journal of Interactive Learning Research, 2012
In an age of technological advancement, video games have been found to be effective teaching aids in middle school science classrooms. A National Science Foundation (NSF) project at Ohio University, known as STEAM, (Science and Technology Enrichment for Appalachian Middle Schoolers), has examined Second Life as a curriculum aid through the design,…
Descriptors: Video Games, Middle Schools, Secondary School Science, Educational Games
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Wilson, Katherine A.; Bedwell, Wendy L.; Lazzara, Elizabeth H.; Salas, Eduardo; Burke, C. Shawn; Estock, Jamie L.; Orvis, Kara L.; Conkey, Curtis – Simulation & Gaming, 2009
Games are an effective and cost-saving method in education and training. Although much is known about games and learning in general, little is known about what components of these games (i.e., game attributes) influence learning outcomes. The purpose of this article is threefold. First, we review the literature to understand the "state of play" in…
Descriptors: Educational Games, Simulation, Learning Theories, Skills
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Surdam, David G. – Journal of Economic Education, 2009
Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…
Descriptors: Economics Education, Educational Games, Simulation, Team Sports
McAllister, Deborah A.; McDonald, Shirley A.; Bothman, Susan M. – Online Submission, 2010
The activities contained in this document have been presented at several conference sessions. Participants engaged in hands-on activities for Grades 3 through 8 that utilized a deck of playing cards to meet mathematics content and process standards. Activities included variations of card games, but with a mathematical twist, and other card-based…
Descriptors: Preservice Teacher Education, Educational Games, Manipulative Materials, Experiential Learning
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Saxe, Geoffrey B.; Earnest, Darrell; Sitabkhan, Yasmin; Haldar, Lina C.; Lewis, Katherine E.; Zheng, Ying – Cognition and Instruction, 2010
This report provides evidence of the influence of a tutorial "communication game" on fifth graders' generative understanding of the integer number line. Students matched for classroom and pretest score were randomly assigned to a tutorial (n = 19) and control group (n = 19). The tutorial group students played a 13-problem game in which…
Descriptors: Numbers, Tutors, Number Concepts, Grade 5
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Fry, Joan Marian; Tan, Clara Wee Keat; McNeill, Michael; Wright, Steven – Physical Education and Sport Pedagogy, 2010
Background: Revisions of the Singaporean physical education (PE) syllabus in 1999 and 2006 included a conceptual approach to teaching games. The games concept approach (GCA), a form of constructivist pedagogy, was a distinct departure from the direct teaching methods traditionally used in the country. Following the GCA's introduction into a PE…
Descriptors: Constructivism (Learning), Student Teachers, Physical Education, Educational Change
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Gallegos, Irene; Flores, Alfinio – PRIMUS, 2010
First-year university students design and play their own games, including board, computer, and other kinds of games, to learn mathematical concepts and practice procedures for their pre-calculus and calculus courses. (Contains 2 tables and 8 figures.)
Descriptors: Mathematics Instruction, Mathematical Concepts, Calculus, College Freshmen
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Zheng, Meixun; Spires, Hiller A. – International Journal of Virtual and Personal Learning Environments, 2014
This mixed methods study examined 73 5th graders' flow experience in a game-based science learning environment using two gameplay approaches (solo and collaborative gameplay). Both survey and focus group interview findings revealed that students had high flow experience; however, there were no flow experience differences that were contingent upon…
Descriptors: Elementary School Students, Grade 5, Learner Engagement, Attention
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Wu, Min Lun; Richards, Kari; Saw, Guan Kung – Computers in the Schools, 2014
A concurrent triangulation mixed-method research design was used to investigate 19 casual gamers' or non-gamers' use of a popular massive multiplayer online role-playing game (MMORPG), Everquest 2, as an alternative pedagogical tool to support communicative use of the English language. This study poses that MMORPGs could serve as a virtually rich…
Descriptors: Foreign Countries, Mixed Methods Research, Computer Games, Educational Games
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Khosrow-Pour, Mehdi, Ed. – IGI Global, 2014
The rise of technology within educational settings has allowed for a substantial shift in the way in which educators teach learners of all ages. In order to implement these new learning tools, school administrators and teachers alike must seek new research outlining the latest innovations in the field. "Educational Technology Use and Design…
Descriptors: Educational Technology, Technology Uses in Education, Adult Learning, Blended Learning
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Prell, Jerry; Nelson, William R.; Foshay, John – Journal of Special Education Apprenticeship, 2012
Eighty, seventh grade students attending a suburban middle school in southern Connecticut participated in the study evaluating the effectiveness of computer based geography games on student motivation and achievement. Using Connecticut Mastery Test (CMT) Scores and baseline U.S.A scores as criteria to develop matched pairs, students were divided…
Descriptors: Middle School Students, Suburban Schools, Grade 7, Instructional Effectiveness
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