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Shin, Mikyung; Park, Jiyeon; Grimes, Rene; Bryant, Diane P. – Exceptional Children, 2021
We synthesized studies published since 2000 that assessed the effects of using virtual manipulatives to increase the mathematical accuracy of students with disabilities. We extracted a total of 1,796 raw data points from 114 cases across 35 single-case studies. By applying three-level multilevel modeling, we analyzed both immediate effects and…
Descriptors: Students with Disabilities, Mathematics Instruction, Manipulative Materials, Teaching Methods
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Paciarotti, Claudia; Bertozzi, Gabriele; Sillaots, Martin – European Journal of Engineering Education, 2021
Gamification is usually defined as the use of game structure components in circumstances that are not commonly associated with games. In engineering studies, Gamification and its sub-concept of Serious Games are rather widespread pedagogical models. Just like in other application scopes, the approach to their utilisation or analysis is always…
Descriptors: Game Based Learning, Educational Games, Engineering Education, Undergraduate Students
Sherry Yi – ProQuest LLC, 2021
Interest development is a topic that has fascinated and puzzled educators since the 20th century. Despite decades of research and important advances in the field, questions remain about interest and its relationship to learning. In particular, given the pervasiveness of technology in our daily lives, it is essential to understand how interest…
Descriptors: Video Games, Intervention, Educational Games, STEM Education
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Gary A. Hoover; Ebonya Washington – Journal of Economic Education, 2024
Economics has a well-documented problem with diversity. Literacy-targeted (LT) courses designed for a broader spectrum of students have the potential to help address the underrepresentation of women and racial/ethnic minorities in the discipline. The authors of this article explore how, by using the LT approach, introductory economics instructors…
Descriptors: Student Interests, Economics Education, Diversity, Inclusion
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Tuba Rahna; Sumbal Nawaz; Salma Siddiqui; Charlie Lewis – European Journal of Developmental Psychology, 2024
This study was conducted to investigate whether a translated and adapted conversational training programme enhances emotion understanding in preschool children. Given the lack of such research in Pakistan (and outside the West in general), the training study reported here was conceived to fill this gap. Thirty-nine 5- to 6-year-olds at two school…
Descriptors: Preschool Education, Comparative Analysis, Emotional Disturbances, Behavior Problems
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Juanita Blackton; Alla McCaughey – English Teaching Forum, 2024
As the demand for opportunities to learn English grows throughout the world, parents and educators are looking for innovative ways to engage students in English-learning opportunities. Perhaps your school or municipality will seek to initiate an English Camp to be on trend with this growing need. Or perhaps, like many go-getter teachers, you wish…
Descriptors: English (Second Language), Second Language Instruction, Camps, Open Educational Resources
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Oliver J. Mason; Siobhan Collman; Stella Kazamia; Ioana Boureanu – Journal of Cybersecurity Education, Research and Practice, 2024
This pilot study aims to assess the acceptability of Open University's training platform called Gamified Intelligent Cyber Aptitude and Skills Training course (GICAST), as a means of improving cybersecurity knowledge, attitudes, and behaviours in undergraduate students using both quantitative and qualitative methods. A mixed-methods, pre-post…
Descriptors: Career Readiness, Computer Science, Computer Security, Gamification
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Choi, Gi Woong; Pursel, Barton K.; Stubbs, Chris – TechTrends: Linking Research and Practice to Improve Learning, 2017
Interest towards implementing educational gaming into courses within higher education continues to increase, but it requires extensive amounts of resources to create individual games for each course. This paper is a description of a university's effort to create a custom educational game engine to streamline the game development process within the…
Descriptors: Educational Games, Higher Education, Case Studies, Program Implementation
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Melo, Angelica Ferreira; Felicio, Cinthia Maria; Ferreira, Julio Cesar; Noll, Matias – International Journal of Teaching and Learning in Higher Education, 2020
During the university term, in addition to graduation, some Brazilian science undergraduate students have the opportunity to join Scientific Initiation Programs (SI). Students are expected to be able to develop scientific writing skills. Based on these goals, this descriptive study aimed to investigate the efficacy of practical activities for SI…
Descriptors: Journal Articles, Undergraduate Students, Females, Foreign Countries
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Marnin-Distelfeld, Shahar – Journal of Education, 2020
This article deals with the card game "We Were Once" featuring the history of Kiryat Tivon. The game's components embody values expected to promote a sense of significance toward history among its young players. It consists of archival photos divided into 10 quartets: founders, mayors, beginnings, significant women, public buildings,…
Descriptors: History Instruction, Foreign Countries, Visual Literacy, Game Based Learning
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Williams, Mary L.; Camel, Simone; Ocker, Liette B.; Zinn, Kelly; Grahovec, Nicholas E.; Frazier, Heather – Athletic Training Education Journal, 2020
Context: The focus of learning and working with professions outside of one's own is the essence of interprofessional education (IPE). Interprofessional education satisfies accreditation standards and is a high-impact teaching practice. Interprofessional education is often studied in nursing, medicine, and pharmacy; however, it has rarely been…
Descriptors: Student Attitudes, Educational Games, Simulation, Interprofessional Relationship
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Dubreil, Sébastien – Foreign Language Annals, 2020
Since the COVID-19 pandemic has led to nation-wide school closures, the transition to remote teaching has caused profound disruption to classroom instruction. In this article, I share the impact that this forced transition has had on the redesign of the second half of a French course entitled "Gaming culture and culture of games," to…
Descriptors: Educational Games, Second Language Learning, French, School Closing
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Glover, Kevin R.; Bodzin, Alec – Career and Technical Education Research, 2020
A Value-Achievement-Cost (VAC) Survey was psychometrically tested to continue to establish its predictive utility for future research with 12th grade female Career and Technical Education (CTE) health science classroom cohorts of less than 50 students. In this study, a 10-construct, 46-item VAC Survey was administered to 31 college-bound 12th…
Descriptors: Test Validity, Student Motivation, Grade 12, Student Surveys
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Plump, Carolyn M.; Meisel, Steven I. – Management Teaching Review, 2020
A constant challenge for faculty is to gain and to hold student interest so that substantive learning can occur. One way to achieve this is through the use of games. This article describes an escape room activity for the classroom that is modeled after commercial escape rooms. This fun, single-session team dynamics exercise can be used in an…
Descriptors: Game Based Learning, Learner Engagement, Retention (Psychology), College Students
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Cardozo, Lais Tono; Castro, Amicio Pina; Guimarães, Alexsandro Ferreira; Gutierrez, Lucila Ludmila Paula; Montrezor, Luís Henrique; Marcondes, Fernanda Klein – Advances in Physiology Education, 2020
This work describes the educational game "Integrating Synapse, Muscle Contraction, and Autonomic Nervous System," which was developed to assist students in understanding and integrating concepts related to the physiology of synapses, muscle contraction, and the autonomic nervous system. Analysis was made of the effect of the game on…
Descriptors: Physiology, Neurological Organization, Human Body, Dentistry
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