NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 271 to 285 of 9,372 results Save | Export
Editorial Projects in Education, 2024
Hands-on activities help spark student curiosity and deepen understanding for better learning outcomes. This Spotlight will help readers learn more about reducing student ambivalence towards math class; examine proven strategies for reengaging students; examine how coding and social-emotional learning (SEL) can improve engagement and deepen…
Descriptors: Learner Engagement, Experiential Learning, Outcomes of Education, Mathematics Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sandra F. San Miguel; Lindley McDavid – Journal of STEM Outreach, 2024
League of VetaHumanz uses a nationwide network of university-community partnerships to provide veterinary STEM learning experiences for children who are more likely to lack access to enriching, supplemental educational opportunities due to systemic barriers based on their race, ethnicity, or socioeconomic status. To include participation beyond…
Descriptors: STEM Education, Learning Activities, Veterinary Medical Education, STEM Careers
Peer reviewed Peer reviewed
Direct linkDirect link
Joanna Löytömäki; Pasi Ohtonen; Kerttu Huttunen – British Journal of Educational Technology, 2024
Children with neurodevelopmental disorders often have social-emotional difficulties. Serious games can be used to support their social-emotional learning. This study investigated if 6-10-year-old children with autism spectrum condition, attention deficit hyperactivity disorder and developmental language disorder would improve their emotion…
Descriptors: Social Emotional Learning, Educational Games, Skill Development, Neurodevelopmental Disorders
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Miroslava Tokovská; Dominika Doktorová; Jana Šolcová – Journal of Social Studies Education Research, 2024
The ability to learn new skills as an adult, cognitive stimulation in the ageing process, and a cognitively active lifestyle are of interest to experts in education, public health, and social studies. The game Scrabble, with its enjoyable nature, has gained recognition as an educational resource that facilitates the acquisition and preservation of…
Descriptors: Brain, Educational Games, Older Adults, Adults
Peer reviewed Peer reviewed
Direct linkDirect link
Xiaojia Wang; Rickard Enstroem – Decision Sciences Journal of Innovative Education, 2024
Information flow is one of the three main flows of supply chains. It is an abstract concept that can be challenging for students to grasp in its entirety. This article describes a role-playing game for teaching the topic of information flow in an undergraduate supply chain management course. The game allows students to simulate receiving and…
Descriptors: Role Playing, Educational Games, Undergraduate Study, Economics Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sophie Batchelor; Camilla Gilmore; Jayne Spiller; Matthew Inglis – Journal of Numerical Cognition, 2024
Research has identified that children differ in the extent to which they spontaneously focus on numerical aspects of the environment (Spontaneous Focusing on Numerosity, SFON) and that this correlates with their mathematics achievement. It is assumed that the mechanism underpinning this relationship is that children who spontaneously focus on…
Descriptors: Ecology, Validity, Numeracy, Mathematics Achievement
Peer reviewed Peer reviewed
Direct linkDirect link
YungYu Zhuang; Yu-Hsuan Lin; Mahesh Liyanawatta; Andito Haryo Saputro; Yuniati Dwi Utami; Jen-Hang Wang – Interactive Learning Environments, 2024
Computer programming is essential nowadays but still challenging to learn due to its invisible thinking. Current programming environments are mostly designed for operating on computers directly to learn concrete programming, but this approach lacks the support for clarifying learners' thinking processes. On the other hand, using paper and pens…
Descriptors: Educational Environment, Thinking Skills, Programming, Computer Science Education
Peer reviewed Peer reviewed
Direct linkDirect link
M. Esther Del Moral-Pérez; Nerea López-Bouzas; Jonathan Castañeda-Fernández – Journal of New Approaches in Educational Research, 2024
Transmedia skill, derived from the process of converting films into educational games using augmented reality and artificial intelligence, involves employing various languages and mediums to adapt an original narrative to another format. This transmedia practice presents an opportunity to cultivate diverse skills in teacher training by…
Descriptors: Media Adaptation, Educational Games, Computer Simulation, Artificial Intelligence
Peer reviewed Peer reviewed
Direct linkDirect link
I-Fan Liu – Computer Assisted Language Learning, 2024
This study developed a realistic, interactive English blockade-running game that integrates virtual environments and mobile devices to conduct a collaborative and competitive contest to promote English learning among technical college students. In addition, it also explored students' learning effectiveness, perception of peer collaboration, and…
Descriptors: Foreign Countries, Vocational Schools, Technical Institutes, College Students
Peer reviewed Peer reviewed
Direct linkDirect link
Odd Rune Stalheim; Hege Merete Somby – Smart Learning Environments, 2024
There has long been an increased focus on and investment in digital technology in schools to improve the quality of education. While digital tools have gained access to pedagogical spheres, physical activity has been overlooked, as pupils often engage in activities that require minimal bodily movement. In this article, we discuss pupils'…
Descriptors: Simulated Environment, Physical Environment, Educational Games, Human Body
Peer reviewed Peer reviewed
Direct linkDirect link
Juliane Fleissner-Martin; Franz X. Bogner – American Biology Teacher, 2024
Addressing human-made environmental problems such as deforestation is an ongoing educational challenge. Promising educational approaches include cooperative decision-making and attempt via a high level of motivation to promote pro-environmental behaviors. Knowledge about the forest ecosystem, including its threats, is supposed to strengthen…
Descriptors: Conservation (Environment), Forestry, Ecology, Experiential Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Pradorn Sureephong; Suepphong Chernbumroong; Pakinee Ariya; Kannikar Intawong; Kitti Puritat – Education and Information Technologies, 2024
This study examines the effectiveness of a new approach for a university transition program that uses a location-based game to familiarize first-year students with the university environment during the COVID-19 pandemic. The study involved 775 university students from 15 faculties, 9 from Human and Social Sciences and 6 from Technology and…
Descriptors: Educational Games, Transitional Programs, Student Motivation, Intellectual Disciplines
Peer reviewed Peer reviewed
Direct linkDirect link
Ferhunde Küçüksen Öner; Ayla Cetin-Dindar; Hazal Sari – European Journal of Education, 2024
The aim of this study was to describe the design process of an educational board game, the Planet-Dart. This board game design is based on the science curriculum and aims to enhance middle school students' basic concepts about solar system. The purpose of developing this educational game was to provide an entertaining way for learning science. A…
Descriptors: Grade 5, Educational Games, Game Based Learning, Instructional Materials
Peer reviewed Peer reviewed
Direct linkDirect link
Pitchada Prasittichok; Suradet Jitprapaikulsarn; Khawanying Sriprasertpap; Gwo-Jen Hwang – Cogent Education, 2024
Fostering students' knowledge and courage to face illegal or immoral problems is a critical aim in educational settings. However, it is challenging for students who lack knowledge and social experience to comprehend the sins behind the immoral cases and have the moral courage to deal with those problems. Therefore, in the present study, an…
Descriptors: Computer Simulation, Educational Games, Game Based Learning, Ethics
Peer reviewed Peer reviewed
Direct linkDirect link
Thomas Coleman; Arthur G. Money – International Journal of Information and Learning Technology, 2024
Purpose: This paper presents the student-centred experience (SCE) game design framework, which aims to guide the design of holistic student-centred digital game-based learning (SCDGBL) experiences, which fully integrate all seven tenets of student-centred learning (SCL). The paper also rationalises the need for the framework and presents the steps…
Descriptors: Student Centered Learning, Game Based Learning, Learning Experience, Instructional Design
Pages: 1  |  ...  |  15  |  16  |  17  |  18  |  19  |  20  |  21  |  22  |  23  |  ...  |  625