NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 1,036 to 1,050 of 2,748 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Casañ-Pitarch, Ricardo; Gong, Jingtao – Language Learning in Higher Education, 2021
The use of video games in the foreign language classroom is becoming an emerging tendency. This paper aims at analysing how the serious video game "ImmerseMe" influences the learning of Spanish as a foreign language within a group of 22 Chinese students. This research was conducted through an experiment that included testing…
Descriptors: Vocabulary Development, Spanish, Second Language Learning, Second Language Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19
Peer reviewed Peer reviewed
Direct linkDirect link
Chung, Liang-Yi; Chang, Rong-Chi – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study attempts to probe into the impact of learners' gender on learning outcomes and motivation. A digital game focusing on the topic of emergency first aid is designed for the purpose of this present study, according to the curriculum objectives for a content-based instruction (CBI) course as part of the experiment. In the process of playing…
Descriptors: Gender Differences, Computer Games, Video Games, Educational Technology
Long, Heather – ProQuest LLC, 2017
Educators, administrators, and researchers continue to search for a solution to return play to kindergarten classrooms while encouraging the use of technology to meet federal education standards. A review of the literature showed a gap in strategies for implementing play, findings were lacking on video games with digital badges in education, and…
Descriptors: Preschool Teachers, Kindergarten, Teacher Attitudes, Play
Peer reviewed Peer reviewed
Direct linkDirect link
Pastes Urbano, Lina M.; Terán, Hamil S.; Sotelo Gómez, Fabinton; Solarte, Mario F.; Sepulveda, Carlos J.; López Meza, Juan M. – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The purpose is a bibliographic review that seeks to offer a clearer vision of the impact of technological tools on the implementation of the flipped classroom model. Background: This document reviews the flipped classroom and secondary education literature to analyze what technological tools are used to implement this model in…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Parry, Rebecca; Howard, Frances; Penfold, Louisa – Learning, Media and Technology, 2020
Traditionally media production with young people has been characterized by an aspiration to 'give voice' or 'empower youth', but this core value is under threat. Recently, the rationale for undertaking youth media production has shifted to focus on enabling young people to acquire digital and entrepreneurial skills that serve the needs of rapidly…
Descriptors: Entrepreneurship, Technological Literacy, Libraries, Program Descriptions
Peer reviewed Peer reviewed
Direct linkDirect link
Fernandez-Rio, Javier; de las Heras, Esteban; González, Tristan; Trillo, Vanessa; Palomares, Jorge – Physical Education and Sport Pedagogy, 2020
Background: A novel pedagogical approach that is becoming increasingly popular in educational contexts is called Gamification. To our knowledge, empirical research on its effectiveness in education is scarse, and almost absent in physical education. Purpose: The goal was to explore how Gamification can be used in physical education, and what…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Physical Education
Peer reviewed Peer reviewed
Direct linkDirect link
Kaya, Erdogan; Newley, Anna; Yesilyurt, Ezgi; Deniz, Hasan – Journal of College Science Teaching, 2020
With the release of the Next Generation Science Standards (NGSS), assessing K-12 science teachers' self-efficacy in Computational Thinking (CT) is an important research gap to study. Bandura defines self-efficacy as awareness of the individual's potential and capabilities to accomplish a goal. Teaching efficacy beliefs is a significant identifier…
Descriptors: Thinking Skills, Computation, Self Efficacy, Preservice Teachers
Peer reviewed Peer reviewed
Direct linkDirect link
Ryu, Dongwan; Jeong, Jiwon – Journal of Educational Computing Research, 2019
With the help of digital media and networking technologies, today's learners are increasingly participating in the consuming, producing, and disseminating of new meanings in various modes such as text, image, sound, video, or all together--particularly in online communities--forming new identities as knowledge producers. By using online…
Descriptors: Electronic Learning, Ethnography, Video Games, Play
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Arnab, Sylvester; Clarke, Samantha; Morini, Luca – Electronic Journal of e-Learning, 2019
This article discusses the application of game design thinking as a learning process for scaffolding co-creativity in Higher Education based on the GameChangers initiative (gamify.org.uk) part-funded by the Higher Education Funding Council of England (HEFCE). Taking into account the relationship between play, technology and learning, the game…
Descriptors: Creativity, Video Games, Design, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Holbert, Nathan; Wilensky, Uri – Journal of the Learning Sciences, 2019
In this article we propose that educational game design should work to create games as objects-to-think-with--games that engage players in the exploration of and experimentation with personally interesting questions around domain-relevant representations. We argue that this design focuses on developing tools and interactions that the player can…
Descriptors: Instructional Design, Educational Games, Video Games, Discovery Learning
Wartella, Ellen, Ed. – Society for Research in Child Development, 2019
The effects of using interactive media have been well studied among young children and adolescents but remain understudied for middle childhood (ages 6-12 years). Children and youth of this age comprise much of the pre-adult population that uses digital games and apps. The Every Student Succeeds Act says that states must give students access to…
Descriptors: Children, Preadolescents, Video Games, Computer Oriented Programs
Peer reviewed Peer reviewed
Direct linkDirect link
Travers, Brittany G.; Mason, Andrea H.; Mrotek, Leigh Ann; Ellertson, Anthony; Dean, Douglas C., III; Engel, Courtney; Gomez, Andres; Dadalko, Olga I.; McLaughlin, Kristine – Journal of Autism and Developmental Disorders, 2018
The present study examined the effects of a visual-based biofeedback training on improving balance challenges in autism spectrum disorder (ASD). Twenty-nine youth with ASD (7-17 years) completed an intensive 6-week biofeedback-based videogame balance training. Participants exhibited training-related balance improvements that significantly…
Descriptors: Biofeedback, Video Games, Pervasive Developmental Disorders, Autism
Peer reviewed Peer reviewed
Direct linkDirect link
Canabrava, Karina L. R.; Faria, Fernanda R.; de Lima, Jorge R. P.; Guedes, Dartagnan P.; Amorim, Paulo R. S. – Research Quarterly for Exercise and Sport, 2018
Purpose: This study aimed to compare the energy expenditure and intensity of active video games to that of treadmill walking in children and adolescents. Method: Seventy-two boys and girls (aged 8-13 years) were recruited from local public schools. Energy expenditure and heart rate were measured during rest, during 3-km/hr, 4-km/hr, and 5-km/hr…
Descriptors: Children, Early Adolescents, Energy, Physical Activity Level
Peer reviewed Peer reviewed
Direct linkDirect link
Tulloch, Rowan; Randell-Moon, Holly Eva Katherine – Review of Education, Pedagogy & Cultural Studies, 2018
"Gamification", a strategy whereby video game logics are applied to real world tasks, is rapidly gaining traction in education discourses, policies, and practices. Gamification advocates are frequently and prominently declaring the practice "the future of education" or education for the 21st century (Deardorff 2015; Frith 2017;…
Descriptors: Educational Games, Video Games, Politics of Education, Neoliberalism
Pages: 1  |  ...  |  66  |  67  |  68  |  69  |  70  |  71  |  72  |  73  |  74  |  ...  |  184