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Donaldson, Jeanne M.; Lozy, Erica D.; Galjour, Mallorie – Journal of Behavioral Education, 2021
Disruptive classroom behavior produces a host of problems for students and teachers. The Good Behavior Game (GBG) is an effective procedure to reduce disruptive behavior. In this study, experimenters conducted the GBG in two preschool classes and demonstrated its effectiveness using a reversal design. Subsequently, experimenters systematically…
Descriptors: Student Behavior, Behavior Modification, Educational Games, Preschool Children
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Ana Lívia Agostinho; Gabriel Antunes de Araujo – Language Documentation & Conservation, 2021
We present a description and an analysis of three related language games in Africa's Gulf of Guinea: Fa d'Ambô's Fa do Vesu, Lung'Ie's Faa di Vesu, and São Tomé and Príncipe Portuguese's P-language. We show how these language games can be used to investigate the linguistic features of their main languages and as learning resources for second…
Descriptors: Second Language Instruction, Educational Games, Language Acquisition, Phonology
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Lei, Hao; Wang, Chenxin; Chiu, Ming Ming; Chen, Shuangye – Journal of Computer Assisted Learning, 2022
Background: Researchers debate whether game-based learning (GBL) affects students' achievement emotions, as past studies yielded mixed results. Objectives: This study determines the overall effect of GBL on students' positive achievement emotion and their negative achievement emotions (PAEs, NAEs), along with their moderators. Methods: This…
Descriptors: Educational Games, Academic Achievement, Psychological Patterns, Meta Analysis
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Cahyani, Dhiea Regita; Kurniasih, Dedeh; Fadhilah, Raudhatul – Journal of Education and Learning (EduLearn), 2022
This research aimed to developed an evaluation instrument based on Kahoot! valid, practical, and reliable in evaluating student learning. This research is a model of development that use Borg and Gall. There were seven stages performed, starting with research and data collection, planning, product design development, initial field trials, review…
Descriptors: Chemistry, Scientific Concepts, Measurement Equipment, Secondary School Science
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Chung, Chih-Hung; Lin, You Yin – Journal of Computer Assisted Learning, 2022
Background: Most students have exhibited low motivation to engage in traditional learning methods. Additionally, students have difficulty concentrating on the course content, being easily distracted by their smartphones. Objectives: Therefore, we adopted an online 3D gamification problem-based learning (PBL) model to motivate students and improve…
Descriptors: Computer Simulation, Game Based Learning, Problem Based Learning, Human Resources
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Yildirim, Ezgi Güven; Önder, Ayse Nesibe; Tasdelen, Özlem; Özel, Çigdem Alev – International Journal of Curriculum and Instruction, 2022
Since the concept of sustainability is linked to the problems of daily life, educational games are an important tool to teach this concept and to reveal perceptions about this concept. This study aims to determine science teachers' views on the concept of sustainable development through educational games. This study is a phenomenological study.…
Descriptors: Teacher Attitudes, Science Teachers, Sustainable Development, Educational Games
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Bulut, Derman; Samur, Yavuz; Cömert, Zeynep – Smart Learning Environments, 2022
In the 2020s, it is clear that children now spend most of their days in front of the screen. During screen time, playing games is one of the most important activities of children. However, technology is developing day by day and innovations are quickly becoming a natural part of life. Therefore, children now need to be creative people who produce…
Descriptors: Grade 5, Grade 6, Creative Thinking, Educational Technology
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de Mooij, Susanne M. M.; Dumontheil, Iroise; Kirkham, Natasha Z.; Raijmakers, Maartje E. J.; van der Maas, Han L. J. – Developmental Science, 2022
The ability to monitor and adjust our performance is crucial for adaptive behaviour, a key component of human cognitive control. One widely studied metric of this behaviour is post-error slowing (PES), the finding that humans tend to slow down their performance after making an error. This study is a first attempt at generalizing the effect of PES…
Descriptors: Electronic Learning, Educational Technology, Educational Games, Error Patterns
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Moyer-Packenham, Patricia S.; Roxburgh, Allison L.; Litster, Kristy; Kozlowski, Joseph S. – Technology, Knowledge and Learning, 2022
The purpose of this study was to examine relationships between students' semiotic representational transformations and students' mathematics performance outcomes in digital math games. The study employed a convergent parallel mixed methods design. Students in Grades 4, 5, and 6 (ages 9-12) played nine digital math games. Researchers administered…
Descriptors: Semiotics, Computer Games, Educational Games, Mathematics Education
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Bircan, Mehmet Akif – International Journal of Curriculum and Instruction, 2022
The aim of this study is to determine the level of compliance of the educational digital game designs developed by the form teachers for teaching mathematics with the determined criteria and to analyze the opinions of the classroom teachers on the educational digital game design process. Case study, one of the qualitative research designs, was…
Descriptors: Educational Games, Video Games, Design, Mathematics Teachers
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Aylar Çankaya, Ebru; Yildiz, Esengül; Cengiz, Cemre – Problems of Education in the 21st Century, 2022
An integer-based mathematical game was the main subject of the study. The aim of this study was to analyse the mathematical content of the game which was developed by a fourth-grade student called Esin, and to examine the intuitive learning that develops through this game. The game was based on the addition of the positive or negative numbers won…
Descriptors: Numbers, Mathematics Education, Game Based Learning, Educational Games
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Jeong, Soojeong; Elliott, Jennifer B.; Feng, Zhang; Feldon, David F. – Journal of Science Education and Technology, 2022
The properties and functions of complex systems apply across a variety of domains of science and are at the heart of the solutions to many global crises facing the world today. As such, understanding of complex systems has been increasingly recognized as a core goal of science education. Learning about complexity-related concepts and phenomena is…
Descriptors: Ecology, Systems Approach, Science Education, Scientific Concepts
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Ersen, Zeynep Bahar; Ergül, Ebru – International Journal of Contemporary Educational Research, 2022
Teaching mathematics through games is one of the most preferred methods in mathematics education today, just as it was in the past. For this reason, studies discussing the concepts of mathematics education and games are proceeding with increasing momentum. In this study, research studies conducted between 2017-2021 on games and mathematics…
Descriptors: Game Based Learning, Mathematics Education, Literature Reviews, Mathematics Instruction
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DeArmond, Marc C.; Shelton, Brett E.; Hsu, Yu-Chang – International Journal of Game-Based Learning, 2022
While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Educational Technology
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Albayrak, Mustafa; Simsek, Mertkan; Yazici, Nurullah – International Journal on Social and Education Sciences, 2022
In this study, the effect of educational games, which are included in the alternative learning activities prepared by the researchers, on the learning environment will be investigated. In other words, the effect of educational games on the elimination of difficulties experienced by students in reading and writing natural numbers and the formation…
Descriptors: Educational Games, Mathematics Instruction, Number Concepts, Grade 5
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