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Asli Bahar Ivgin; Hakan Akcay – International Journal of Technology in Education, 2024
Game-based learning has attracted great interest in science education as an effective way to increase student achievement. Most studies in this field have focused on digital or non-digital games. In the literature, some studies generally compare educational games with traditional teaching methods. More studies need to be conducted to compare the…
Descriptors: Educational Games, Middle School Students, Science Achievement, Game Based Learning
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Dana C. Ernst; Jeffrey Slye – PRIMUS, 2024
The algebraic group Spin[subscript 3 × 3] arises from spinning collections of the numbers 1-9 on a 3×3 game board. The authors have been using this group, as well as a corresponding online application, to introduce undergraduate students to core concepts in group theory. We discuss the benefits of using this deceptively simple, toy-like puzzle in…
Descriptors: Algebra, Numbers, Computer Oriented Programs, Undergraduate Students
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Zachariah Beck; Brandon Alpert; Alexander Bowman; William R. Watson; Adrian B. Tepole – Biomedical Engineering Education, 2024
Video games have emerged as a medium for learning by creating engaging environments, encouraging creative and deep thinking, and exposing learners to complex problems. Unfortunately, even though there are increasing examples of video games for many basic science and engineering concepts, similar efforts for higher level engineering concepts such…
Descriptors: Video Games, Technology Uses in Education, Biomedicine, Engineering Education
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Audrey Ricke – Journal of the Scholarship of Teaching and Learning, 2024
Adaptive digital learning courseware is becoming part of the instructor tool kit to support student performance and ultimately reduce DFWI rates. However, past studies of the effectiveness of adaptive digital learning platforms in elevating student performance on summative assessment have shown promising yet at times mixed reviews (e.g. Yarnall et…
Descriptors: Resilience (Psychology), Self Esteem, Performance, Reading Comprehension
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Tadayon, Manie; Pottie, Gregory J. – IEEE Transactions on Education, 2020
Contributions: Prior studies on education have mostly followed the model of the cross-sectional study, namely, examining the pretest and the posttest scores. This article shows that students' knowledge throughout the intervention can be estimated by time-series analysis using a hidden Markov model (HMM). Background: Analyzing time series and the…
Descriptors: Prediction, Performance, Educational Games, Markov Processes
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Laine, Teemu H.; Lindberg, Renny S. N. – IEEE Transactions on Learning Technologies, 2020
Effective educational interventions require sufficient learner engagement, which can be difficult to achieve if the learner is inadequately motivated. Games have been shown to possess powerful motivators that fuel a person's desire to engage in unattractive activities, such as learning theoretical material. However, to design an educational game…
Descriptors: Instructional Design, Educational Games, Learner Engagement, Learning Motivation
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Thürer, Matthias; Cole, Rosanna; Hanna, Mark D.; Protzman, Charles W. – Decision Sciences Journal of Innovative Education, 2020
When introducing production control solutions, most textbooks focus on a to-stock, repetitive context. In response, we extend the classical match-and-dice game, which also assumes a repetitive context, to teach complexities that emerge in a nonrepetitive setting, such as the appearance of direct and indirect load, and to introduce appropriate…
Descriptors: Business Administration Education, Experiential Learning, Simulation, Educational Games
Coma-Rosellé, Teresa; Blasco-Serrano, Ana Cristina; Garrido Laparte, María Ángeles; Aguelo Arguis, Antonio – Research and Practice in Technology Enhanced Learning, 2020
The PASS intelligence theory (Planning, Attention-Arousal, Simultaneous and Successive) was used together with Feuerstein's mediation model to develop a system of categories for mediation in educational games. This system was used to analyze and improve the design of interactive games that can enhance mediation in learning, particularly in…
Descriptors: Educational Games, Attention Deficit Hyperactivity Disorder, Mediation Theory, Children
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Meij, Hans; Veldkamp, Sabine; Leemkuil, Henny – British Journal of Educational Technology, 2020
Research on serious games shows that complementary design measures are often needed to increase effectiveness. The present study investigated the role of scripted collaboration. In such a collaboration, players are assigned roles or given specific tasks to stimulate them to communicate more about essential game aspects (eg, arguing why a move…
Descriptors: Educational Games, Scripts, Cooperative Learning, Role Playing
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Ravyse, Werner Siegfried; Blugnaut, A. Seugnet; Botha-Ravyse, Chrisna R. – International Journal of Game-Based Learning, 2020
This study aimed to identify and rank the serious game fidelity themes that should be considered for retaining both the learning potential and predicted market growth of serious games. The authors also investigated existing links between fidelity and AI. The methodology unraveled serious game fidelity through the co-development of a theory- and…
Descriptors: Fidelity, Artificial Intelligence, Educational Games, Computer Games
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Naul, Emily; Liu, Min – Journal of Educational Computing Research, 2020
Literature has shown that immersive learning environments such as digital educational games and simulations often incorporate storytelling elements in their designs as narrative can be an effective way of making learning more meaningful to students. The purpose of this study is to review the literature on the role narrative can play in the…
Descriptors: Story Telling, Educational Games, Computer Games, Learner Engagement
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Walkup, John R.; Key, Roger – Physics Teacher, 2020
In this article, we describe a fun and engaging card game called Speed Eleusis that teaches the process of scientific discovery and publication, including such practices as replication and retraction. Much like the traditional game of Eleusis and its variant Eleusis Express, this game involves students competing to model a pattern displayed in a…
Descriptors: Physics, Educational Games, Science Instruction, Introductory Courses
McCreary, William – ProQuest LLC, 2020
The purpose of this research was to establish a case for the use of serious simulation games as a tool to enhance the learning of sales leadership skills. The study provides taxonomy around serious simulation games as a specific modality at the intersection of serious games and simulation games, which have a focus toward education. A literature…
Descriptors: Skill Development, Educational Games, Simulation, Salesmanship
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Patrick Sullivan – Mathematics Teacher: Learning and Teaching PK-12, 2020
This article asks the question: is the "Last Banana" game fair? Engaging in this exploration provides students with the mathematical power to answer the question and the mathematical opportunity to explore important statistical ideas. Students engage in simulations to calculate experimental probabilities and confirm those results by…
Descriptors: Mathematics Instruction, Educational Games, Probability, Simulation
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Sýkora, Tomáš; Stárková, Tereza; Brom, Cyril – British Journal of Educational Technology, 2021
Little is known about the instructional effects of narrative framing elements in child learning games. In this study, second and third graders (M[subscript age] = 8.24) played one of two versions of a successful, commercial mathematical learning game at home for 2 weeks (N = 95; between-subject design). The versions differed in the…
Descriptors: Educational Games, Mathematics Education, Mathematics Activities, Elementary School Students
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