NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 1,351 to 1,365 of 9,527 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Yuwono, Cahyo; Rahayu, Tandiyo; Sulaiman; Rustiadi, Tri – International Journal of Education in Mathematics, Science and Technology, 2022
This research aims to develop a model of floor gymnastics learning and rhythmic activities with the TPSR approach. The subjects of this study were students of grades 1, 2, 3 of State Elementary School 01 Sampangan Gajah Mungkur District of Semarang City and SDN Srondol Kulon 02, with a total of 76 students. The development research design has used…
Descriptors: Athletics, Grade 1, Grade 2, Grade 3
Peer reviewed Peer reviewed
Direct linkDirect link
Yang, Hongzhi; Tsung, Linda; Cao, Lu – SAGE Open, 2022
Virtual reality (VR) for Language learning has been shown effective in improving students' communication skills. However very few studies reveal the communication strategies students used in communicating in a VR environment, especially in learning Chinese as a foreign or second language (CFL/CSL). In this pilot study, a prototype Virtual…
Descriptors: Communication Strategies, Chinese, Second Language Instruction, Second Language Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
El Mawas, Nour; Trúchly, Peter; Podhradský, Pavol; Medvecký, Martin; Muntean, Cristina Hava – Knowledge Management & E-Learning, 2022
The number of science, technology, engineering, and mathematics (STEM)-related jobs is increasing all around the world and especially in Europe. However, teachers face many difficulties in making STEM related classes more attractive and motivating the students to learn. This paper presents two case studies involving 116 students from two European…
Descriptors: STEM Education, Game Based Learning, Computer Games, Student Motivation
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Belda-Medina, Jose; Calvo-Ferrer, José Ramón – Education Sciences, 2022
There is a good body of literature about digital-game-based language learning (DGBL), but research has mainly focused on students as game players rather than as future educators. This paper reports on a research conducted among 154 teacher candidates at a higher-education institution in Spain regarding the adoption of digital games in education.…
Descriptors: Computer Games, Game Based Learning, Preservice Teachers, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Riley, Jen; Nicewicz, Kate – Marketing Education Review, 2022
Soft skills (active listening, attention to detail, avoiding technology-based distractions, etc.) are a growing need in today's workforce. Yet, finding the time, methods, and space within marketing classes can be a challenge. Faced with the task of teaching students not only how to function in their daily roles once in the workforce, the authors…
Descriptors: Age Groups, Teaching Methods, Creative Activities, Soft Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Gala, Prachi; Woodroof, Parker; Drehmer, Charles – Marketing Education Review, 2022
The "2021 Society for Marketing Advances Annual Conference," in Orlando, Florida, offered thirty-four "Teaching Moments" from marketing educators around the globe. The purpose of the "Teaching Moments" sessions was to quickly advance innovative teaching techniques, ideas and assignments allowing other educators to…
Descriptors: COVID-19, Pandemics, Educational Innovation, Marketing
Peer reviewed Peer reviewed
Direct linkDirect link
O'Grady-Jones, Mary; Grant, Michael M. – Gifted Child Today, 2023
The purpose of this research was to describe the impact of digital game building on fourth grade gifted and talented students' problem-solving, creativity, and collaboration skills. Increasingly, there has been a call to involve students in real-world experiences through projects that explore authentic issues using technology. Game design-based…
Descriptors: Academically Gifted, Talent, Computer Games, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Milkova, Eva; Pekarkova, Simona – Interactive Learning Environments, 2023
The presented study focuses on children aged from 5 to 6.5 who attend Czech kindergartens. Its purpose is to explore a potential positive impact of an educational game application on malleability of children's spatial skills through the application usage. The research was conducted as a pedagogical experiment in which the pre-test and post-test…
Descriptors: Spatial Ability, Kindergarten, Preschool Children, Educational Games
James J. Meadows III – ProQuest LLC, 2023
The purpose of this exploratory qualitative study was to explore the impacts security training experts believe implementing a mandatory gamified security awareness training curriculum in public middle schools will have on the long-term security behavior of students in Texas. My study addressed whether security training for teenagers will solve the…
Descriptors: Middle School Students, Public Schools, Gamification, Educational Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sandy I-Ching Wang; Li-Ping Chiu; Eric Zhi-Feng Liu – Eurasian Journal of Applied Linguistics, 2023
Traditional approaches to English language learning, which focused on grammar rules, vocabulary memorization, and rote learning, must be replaced with innovative methods of teaching. This study explored the integration of board games as an alternative English language teaching method. By making use of mixed method research design, the study…
Descriptors: Educational Games, Teaching Methods, English (Second Language), Second Language Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Higueras-Rodríguez, Lina; Medina-García, Marta; Martínez-Valdivia, Estefanía – European Journal of Educational Research, 2021
This research presents an analysis of the value given to the game as an educational resource on social networks. The purpose of this study is to analyze the discourse on Twitter of the different educational agents (teachers and other educational professionals) to know the value given to the use of this tool and how the social network is an…
Descriptors: Game Based Learning, Educational Games, Elementary School Teachers, Secondary School Teachers
Peer reviewed Peer reviewed
Direct linkDirect link
Javora, Ondrej; Hannemann, Tereza; Volná, Kristina; Dechterenko, Filip; Tetourová, Tereza; Stárková, Tereza; Brom, Cyril – Journal of Computer Assisted Learning, 2021
The present study investigates affective-motivational, attention, and learning effects of unexplored emotional design manipulation: "Contextual animation" (animation of contextual elements) in multimedia learning game (MLGs) for children. Participants (N = 134; M[subscript age] = 9.25; Grades 3 and 4) learned either from an experimental…
Descriptors: Animation, Context Effect, Multimedia Materials, Instructional Materials
Peer reviewed Peer reviewed
Direct linkDirect link
Hunter, Kevin H.; Rodriguez, Jon-Marc G.; Becker, Nicole M. – Chemistry Education Research and Practice, 2021
Beyond students' ability to manipulate variables and solve problems, chemistry instructors are also interested in students developing a deeper conceptual understanding of chemistry, that is, engaging in the process of sensemaking. The concept of sensemaking transcends problem-solving and focuses on students recognizing a gap in knowledge and…
Descriptors: Chemistry, Science Process Skills, Problem Solving, Comprehension
Peer reviewed Peer reviewed
Direct linkDirect link
Pflaumer, Nadine; Knorr, Nancy; Berkling, Kay – British Journal of Educational Technology, 2021
The study presented here was aimed at understanding how teachers go about appropriating technology from the iRead EU Horizon 2020 Project into the classroom. iRead provides an adaptive personalised literacy game called Navigo that is deployed in tablets and intended for regular usage in the elementary school classroom. In our case, the game was…
Descriptors: Foreign Countries, Literacy Education, Educational Games, Elementary Education
Peer reviewed Peer reviewed
Direct linkDirect link
Pfirman, S.; O'Garra, T.; Bachrach Simon, E.; Brunacini, J.; Reckien, D.; Lee, J. J.; Lukasiewicz, E. – Journal of Geoscience Education, 2021
As the impacts of climate change grow, we need better ways to raise awareness and motivate action. Here we assess the effectiveness of an Arctic climate change card game in comparison with the more conventional approach of reading an illustrated article. In-person assessments with control/reading and treatment/game groups (N = 41), were followed…
Descriptors: Game Based Learning, Educational Games, Instructional Effectiveness, Environmental Education
Pages: 1  |  ...  |  87  |  88  |  89  |  90  |  91  |  92  |  93  |  94  |  95  |  ...  |  636