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Jenny, Seth E.; Manning, R. Douglas; Keiper, Margaret C.; Olrich, Tracy W. – Quest, 2017
Electronic sports, cybersports, gaming, competitive computer gaming, and virtual sports are all synonyms for the term eSports. Regardless of the term used, eSports is now becoming more accepted as a "sport" and gamers are being identified as "athletes" within society today. eSports has even infiltrated higher education in the…
Descriptors: Team Sports, Athletes, Video Games, Competition
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Alvarez, Vivian – Knowledge Quest, 2017
Besides being a social experience, tabletop games can serve as intrinsic educational tools that tap into students' needs and interests, inspiring them to find motivation in applying new knowledge to their academic work. Why? Because, as with school, every game has a very specific set of rules by which participants must abide. Experiences with…
Descriptors: Learner Engagement, Public Libraries, Educational Games, Video Games
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Rodríguez, Antonio; Boada, Imma; Thió-Henestrosa, Santiago; Sbert, Mateu – British Journal of Educational Technology, 2018
Cardiopulmonary resuscitation (CPR) is a first aid survival technique used to recover victims of cardiac arrest. To learn CPR different handheld device applications have been proposed. Most of them are based on sophisticated graphics and interaction techniques that make them inaccessible to visually impaired people. In this paper, we propose…
Descriptors: First Aid, Video Games, Teaching Methods, Visual Impairments
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Kim, Young Rae; Park, Mi Sun – Journal of Education and Training Studies, 2018
A virtual world was created using the popular sandbox game Minecraft to support the development of preservice teachers' knowledge for teaching mathematics. Preservice teachers explored the virtual world for a geometry activity involving area and volume problems. They then discussed how this integration of technology could support students'…
Descriptors: Mathematics Instruction, Preservice Teachers, Video Games, Computer Games
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Shliakhovchuk, Elena; Muñoz García, Adolfo – Educational Sciences: Theory and Practice, 2020
The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the…
Descriptors: Video Games, Cultural Awareness, Intercultural Communication, Cooperation
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Calvo-Morata, Antonio; Rotaru, Dan Cristian; Alonso-Fernandez, Cristina; Freire-Moran, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2020
Bullying is a serious social problem at schools, very prevalent independently of culture and country, and particularly acute for teenagers. With the irruption of always-on communications technology, the problem, now termed cyberbullying, is no longer restricted to school premises and hours. There are many different approaches to address…
Descriptors: Educational Games, Bullying, Computer Mediated Communication, Learning Analytics
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Julie Prescott; Duncan Cross; Pippa Illiff – International Journal for Students as Partners, 2020
This case study considers a students-as-partners' research project that aimed to develop technologically-driven tools to enhance teaching and learning in higher education. It focuses on how the project enabled student participants to gain real world research skills and experience. We present reflections from both a student and a staff perspective…
Descriptors: Student Research, Research Skills, Student Projects, Educational Technology
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Rebekah Radtke; Eduardo Santillan-Jimenez; Margaret Mohr-Schroeder – International Journal of Designs for Learning, 2020
University students, faculty, and staff from science, engineering, education, entrepreneurship, and design (SEE(E)D) backgrounds developed a video game to leverage outreach efforts promoting sustainability, science, technology, engineering, and mathematics ((S)STEM) to underserved students. This was accomplished by transforming a board…
Descriptors: Video Games, Energy Education, STEM Education, Outreach Programs
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Je Seok Lee; Minerva Wu; Diana Lee; Lee Fleming; Lindsay Ruben; Tom Turner; Kevin Brown; Constance Steinkuehler – International Journal of Designs for Learning, 2020
A crisis of literacy has emerged among high school students in the United States. In order to encourage students' engagement with literacy education, there is a need for an integrated curriculum of English Language Arts (ELA). An integrated language arts curriculum would allow students to learn literacy and reading skills while engaging with a…
Descriptors: High School Students, Literacy Education, Integrated Curriculum, Language Arts
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Pfledderer, Christopher D.; Brusseau, Timothy A. – Research Quarterly for Exercise and Sport, 2021
Purpose: The purpose of this article was to systematically review studies that explored associations between specific curricular models, as an essential component of physical education, and to assess how the student outcomes identified in the models aligned with the national standards. Methods: Using the PRISMA guidelines to identify, screen,…
Descriptors: Correlation, Physical Education, National Standards, Outcomes of Education
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Kayi-Aydar, Hayriye, Ed.; Reinhardt, Jonathon, Ed. – Language Learning & Language Teaching, 2022
This volume demonstrates how various methodologies and tools have been used to analyze the multidimensional, dynamic, and complex nature of identities and professional development of language teachers in digital contexts that have not been adequately examined before. It therefore offers new understandings and conceptualizations of language teacher…
Descriptors: Second Language Learning, Second Language Instruction, Language Teachers, Professional Identity
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Carolyn J. Stufft – Texas Association for Literacy Education Yearbook, 2014
While videogames have not been widely embraced in the classroom (e.g., Halverson, 2005; Rice, 2007), researchers (e.g., Abrams, 2009; Abrams, Gerber, & Burgess, 2012; Gee, 2007; Gee & Hayes, 2010) have made compelling arguments for the connection between videogames and literacy. There is now an emphasis on the variety of practices…
Descriptors: Literacy, Video Games, Teaching Methods, Popular Culture
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Asaba, Mika; Ong, Desmond C.; Gweon, Hyowon – Developmental Psychology, 2019
People's emotional experiences depend not only on what actually happened, but also on what they thought would happen. However, these expectations about future outcomes are not always communicated explicitly. Thus, the ability to infer others' expectations in context and understand how these expectations influence others' emotions is an important…
Descriptors: Expectation, Outcomes of Education, Preschool Children, Psychological Patterns
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Lee, Sangmin-Michelle – ReCALL, 2019
This qualitative study investigates a media transfer project in which a digital game was used to promote student creativity in an English as a foreign language (EFL) class. The paper first addresses the potential of opportunities for stimulating student creativity and motivation. Creativity has been highlighted as a core competency and has…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Creativity
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Miralles-Martínez, Pedro; Gómez-Carrasco, Cosme J.; Arias, Víctor B.; Fontal-Merillas, Olaia – Comunicar: Media Education Research Journal, 2019
This paper analyzes the links that exist between the perceptions of teachers-in-training regarding the use of digital resources in the Secondary Education classroom and their own methodological and epistemological conceptions. Shulman's theories continue to largely guide current research on teacher knowledge. However, the impact caused by the new…
Descriptors: History Instruction, Pedagogical Content Knowledge, Technological Literacy, Teacher Education
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