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Putri Sekar Melati; Eka Cahya Prima; Eliyawati – Journal of Science Learning, 2023
The topic of the Human Reproductive System integrated with comprehensive sex education was selected for this research because the concept of the human reproductive system is highly related to daily life. This study aims to develop an Android game application named "HUPROSED" for learning media on human reproductive system topics…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Educational Technology
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Stephen Hackler; Emily Elliott; Mark Eichenlaub; Alison M. Sweeney – Physical Review Physics Education Research, 2023
The increasing and diversifying student enrollments in introductory physics courses make reliable, valid, and usable instruments for measuring student skills and gains ever more important. In introductory physics, in addition to teaching facts about mechanics, we also seek to teach our students the skills of "thinking like a physicist,"…
Descriptors: Physics, Science Instruction, Thinking Skills, Test Construction
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Karatas, Zhomart; Mailybaeva, Gulmira; Tokzhanova, Aigul; Turebayeva, Klara; Duisenbayev, Abay; Kazetova, Aliya – International Journal of Education in Mathematics, Science and Technology, 2023
In this study, current issues related to Kazakh children's games were examined and the importance of games on Kazakhstan's culture was discussed. While determining the experimental and control groups in the study, 105 pupils from the 4th grade of two primary schools in Kazakhstan, who were determined by unbiased assignment, were assigned to 2…
Descriptors: Academic Achievement, Cultural Influences, Values, Elementary School Students
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Be´atrice Roy; Ste´phan Gasca; Jean-Yves Winum – Journal of Chemical Education, 2023
This article reports the development of Chem'Sc@pe, an escape game activity for first- and second-year undergraduate students, covering various topics from an introductory organic chemistry course. The objective was to encourage them to review notions learned in class in a fun and collaborative environment. The set comprises a game board…
Descriptors: Foreign Countries, Undergraduate Students, Chemistry, Science Instruction
Jenny Yun-Chen Chan; Avery H. Closser; Vy Ngo; Hannah Smith; Allison S. Liu; Erin Ottmar – Grantee Submission, 2023
Background: Prior work has shown that middle school students struggle with algebra and that game-based educational technologies, such as DragonBox and From Here to There!, are effective at improving students' algebraic performance. However, it remains unclear which aspects of algebraic knowledge shift as a result of playing these games and what…
Descriptors: Game Based Learning, Educational Technology, Mathematics Education, Algebra
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Sunny Kwok; Rachel Childers – Biomedical Engineering Education, 2023
Commercial escape rooms have grown in popularity as an enjoyable experience that also doubles as an exercise in communication and collaboration. Educators can take advantage of these natural qualities to engage and support students in a low-stress learning environment. The primary goal of this study is to share the development and application of…
Descriptors: Educational Games, Biomedicine, Engineering, Program Development
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Harriger, Alka; Harriger, Bradley; Flynn, Susan – Technology and Engineering Teacher, 2021
Now in its sixth year of implementation, the TECHFIT approach involves having individuals and teams of middle school teachers successfully complete a week-long, professional development (PD) workshop through which they acquire the essential skills that contribute to the task of innovating an exergame. An exergame is a technology-supported fitness…
Descriptors: Middle School Teachers, Faculty Development, Programming, Educational Games
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Jensen, Marc – Montessori Life: A Publication of the American Montessori Society, 2021
Many people are unduly intimidated by the thought of teaching probability. At its most basic level, probability revolves around being able to predict whether a future event is certain, possible, or impossible. These basic concepts grow and develop into a more mathematical understanding of likelihood as children learn to quantify that…
Descriptors: Prediction, Probability, Mathematics Education, Educational Games
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Hoffman, Daniel L.; Paek, Seungoh; Zhou, Zhou; Türkay, Selen – Technology, Knowledge and Learning, 2021
This study examined the relationship between elementary students' domain-specific and game-specific motivations in the context of educational videogames. Using a quasi-experimental design, thirty (N = 30) sixth grade students were assigned to two groups based on their level of motivation for the domain of math (higher math motivation vs. lower…
Descriptors: Student Motivation, Mathematics Achievement, Video Games, Elementary School Students
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Hermann Härtel – European Journal of Physics Education, 2021
The traditional treatment of the electric circuit in textbooks can be criticized in at least three respects: A) Knowledge of the global aspects of the electric circuit as a system is essential for a deeper understanding. However, this is not sufficiently emphasized. B) The presentation of the term "potential difference" or…
Descriptors: Energy, Class Activities, Science Instruction, Scientific Concepts
Chung, Gregory K. W. K.; Ruan, Ziyue; Redman, Elizabeth J. K. H. – Grantee Submission, 2021
This study conducted an exploratory study to compare children's performance on a video game-based task to their performance on an analogous hands-on physical task. The game involved a slide and concepts of height and friction. For both formats, the number of rounds it took to beat a level and the number of steps used within each round were…
Descriptors: Task Analysis, Performance, Experiential Learning, Educational Games
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Olajumoke Salami; Erica Dorethea Spangenberg – Journal of Mathematics Education at Teachers College, 2024
Playing mathematical games helps many senior secondary school students--especially girls--acquire basic mathematical skills, but it can be difficult. Thus, this study examined how gender-related mathematical gameplay affects secondary school students' performance. The design of the study was quasi-experimental. Purposively, a sample of fifty…
Descriptors: Educational Games, Game Based Learning, Secondary School Students, Mathematics Instruction
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Tiffany Yanyi Lee; Lit Wee Sim; Mohamed Syukri Bin Mohamed Anwar; Pierina Cheung; Kerry Lee; Daniel Ansari; Gianluca Esposito; Anne Rifkin-Graboi – European Journal of Psychology of Education, 2024
Mastery motivation predicts achievement, but intricacies amongst preschoolers are unclear. In keeping with the Specificity Principle, school-age, and adolescent research demonstrates the importance of considering the "setting conditions" in which mastery motivation is observed. Here, Singaporean 4-year-olds' (N = 63)…
Descriptors: Preschool Children, Student Motivation, Numeracy, Mathematics Activities
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Emma Hübinette; Stina Udén; Gustav Nilsson; Elinor Schad – European Journal of Psychology and Educational Research, 2024
The PAX Good Behavior Game (PAX-GBG) is a school-based intervention shown to enhance student self-regulation, encourage prosocial behavior, and curb challenging behaviors. However, little is understood about students' perspectives on the intervention. In this study, we conducted a survey and semi-structured interviews with 3rd-grade students in…
Descriptors: Foreign Countries, Grade 3, Elementary School Students, Student Attitudes
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Thada Jantakoon; Kitsadaporn Jantakun; Thiti Jantakun; Somsuk Trisupakitti; Potsirin Limpinan – Higher Education Studies, 2024
STEAM education with gamification, a method that integrates game elements into the learning process, has proven to be a powerful tool. It not only encompasses various forms of gamified education but also has the potential to captivate and inspire students, breathing life into the course material. This study aims to present a comprehensive summary…
Descriptors: STEM Education, Art Education, Gamification, Game Based Learning
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