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Peng, Li-Wei; Lee, Cheun-Yeong – Excellence in Education Journal, 2020
The research partnership among university faculty, information technology graduate students, and science content experts from school districts developed the Web-based two-dimensional and three-dimensional virtual reality science games. The games were implemented to engage middle school students in learning, retaining, and applying newly acquired…
Descriptors: Educational Research, College Faculty, Graduate Students, Information Technology
O'Connor, Jane; Fotakopoulou, Olga – Contemporary Issues in Early Childhood, 2016
The rise in personal ownership of touch-screen technology such as iPads and smartphones in the UK in recent years has led to the increasing use of such technology by babies and very young children. This article explores this practice via an online parental survey with 226 UK parents of children aged 0-3 years within the context of the current…
Descriptors: Handheld Devices, Foreign Countries, Parent Surveys, Online Surveys
Atici, Bünyamin – Journal of Education and Learning, 2016
The developments which were experienced in the communication and technology area made internet an important part of the daily life. In this respect, the virtual communities are in prominent place which are insulated from the time and place. In the study, Hakkarim.net is researched that formed our subject as one of the most different examples of…
Descriptors: Qualitative Research, Interviews, Ethnography, Observation
Prigmore, M.; Taylor, R.; De Luca, D. – Computer Science Education, 2016
This paper presents the findings of an exploratory case study into the relationship between student autonomy and motivation in project based learning, using Self-Determination Theory (SDT) to frame the investigation. The case study explores how different forms of motivation affect the students' response to challenges and their intention to…
Descriptors: Case Studies, Personal Autonomy, Learning Motivation, Active Learning
Leonard, Jacqueline; Buss, Alan; Gamboa, Ruben; Mitchell, Monica; Fashola, Olatokunbo S.; Hubert, Tarcia; Almughyirah, Sultan – Journal of Science Education and Technology, 2016
This paper describes the findings of a pilot study that used robotics and game design to develop middle school students' computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students' pre-post self-efficacy…
Descriptors: Robotics, Design, Self Efficacy, Student Attitudes
Larsen, Lasse Juel; Majgaard, Gunver – Designs for Learning, 2016
This article considers game design research in educational settings. Its focus is on how undergraduate students -- particularly engineering students -- learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space. It encapsulates the entire development process from…
Descriptors: Undergraduate Students, Engineering Education, Computer Games, Design
Loiseau, Mathieu; Cervini, Cristiana; Ceccherelli, Andrea; Masperi, Monica; Salomoni, Paola; Roccetti, Marco; Valva, Antonella; Bianco, Francesca – Research-publishing.net, 2016
In this paper, we present two versions of a learning game developed respectively at the Grenoble Alpes and Bologna University. This research focuses on a digital game aimed at favouring the learners' "playful attitude" and harnessing it towards "accuracy" aspects of language learning (lexicon and morphology, here). The game,…
Descriptors: Second Language Learning, Educational Games, Second Language Instruction, English (Second Language)
Holmes, Shawn Y.; Annetta, Leonard; Crumb, Loni – Journal of Education in Science, Environment and Health, 2019
A computer-based simulation, Hazelton High at REST (HHR), with embedded performance-based assessments and Likert-type survey questions was created to assess preservice teacher recognition of racial and gender intolerant behaviors. The simulation was modeled after the Racial Ethical Sensitivity Test (REST), a reliable video-based assessment,…
Descriptors: Preservice Teachers, Science Teachers, Ethics, Gender Differences
O'Brien, Churairat – ProQuest LLC, 2019
As young children increasingly use the Internet, the children need to learn and apply cybersecurity fundamentals to protect personal data. Teaching young students the basics of strong passwords and data protection in a K-12 classroom setting is an obvious starting point. The literature shows an absence of approved cybersecurity curriculums for use…
Descriptors: Teacher Attitudes, Information Security, Computer Security, Teaching Methods
Montana Office of Public Instruction, 2019
The Montana Youth Risk Behavior Survey (YRBS) is administered by the Montana Office of Public Instruction every two years to students in grades 7 through 12. The purpose of the survey is to help monitor the prevalence of behaviors that not only influence youth health, but also put youth at risk for the most significant health and social problems…
Descriptors: Health Behavior, Homeless People, Disadvantaged Youth, High School Students
Schwarz, Claudiu – Journal of Educational Sciences, 2017
The term of implicit learning is still subject to controversy. "At least a dozen different definitions have been offered in the field" (Frensch & Rünger, 2003 p.13). While some scholars consider it downright inexistent (see Chun & Jiang, 1998), many others are trying to identify how we seem to acquire knowledge in absence of…
Descriptors: Learning Strategies, Informal Education, Information Technology, Video Technology
Kermani, Hengameh – Malaysian Journal of Learning and Instruction, 2017
Purpose: The present study was designed to examine whether mathematics computer games improved young children's learning of number sense under three different conditions: when used individually, with a peer, and with teacher facilitation. Methodology: This study utilized a mixed methodology, collecting both quantitative and qualitative data. A…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Elementary School Mathematics
Wong, Lung-Hsiang; Looi, Chee-Kit; Boticki, Ivica – Research and Practice in Technology Enhanced Learning, 2017
Appropriate design of collaborative learning activities for students using mobile devices can be supported by different forms of scaffolding provided by peers, by the teacher or by the technology. Building on prior studies in mCSCL (mobile computer-supported collaborative learning), we developed Chinese-PP, a novel in-class mobile synchronous…
Descriptors: Scaffolding (Teaching Technique), Chinese, Teaching Methods, Educational Technology
Barany, Amanda; Shah, Mamta; Cellitti, Jessica; Duka, Migela; Swiecki, Zachari; Evenstone, Amanda; Kinley, Hannah; Quigley, Peter; Shaffer, David Williamson; Foster, Aroutis – International Association for Development of the Information Society, 2017
Few digital tools are designed to support identity exploration around careers in science, technology, engineering, and mathematics (STEM) that may help close existing representation gaps in STEM fields. The aim of this project is to inform the design of games that facilitate learning as identity change as defined by the Projective Reflection…
Descriptors: Science Careers, Environmental Education, Urban Planning, Design
Baroody, Arthur J. – Grantee Submission, 2017
Addressed are four key issues regarding concrete instruction: What is concrete? What is a worthwhile concrete experience? How can concrete experiences be used effectively in early childhood mathematics instruction? Is there evidence such experiences work? I argue that concrete experiences are those that build on what is familiar to a child and can…
Descriptors: Mathematics Instruction, Teaching Methods, Mathematics Skills, Knowledge Level