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Katmada, Aikaterini; Mavridis, Apostolos; Tsiatsos, Thrasyvoulos – Electronic Journal of e-Learning, 2014
This paper focuses on the design, implementation and evaluation of an online game for elementary and middle school mathematics. Its aim is twofold: (a) the development of the prototype of a flexible and adaptable computer game, and (b) the evaluation of this prototype, as to its usability and technical aspects. The particular computer game was…
Descriptors: Educational Games, Computer Games, Mathematics Instruction, Elementary School Mathematics
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Spangler, Gottfried; Zimmermann, Peter – International Journal of Behavioral Development, 2014
The aim of the present study was to examine differences in emotion expression and emotion regulation in emotion-eliciting situations in early adolescence from a bio-psycho-social perspective, specifically investigating the influence of early mother-infant attachment and attachment disorganization on behavioural and adrenocortical responses. The…
Descriptors: Early Adolescents, Emotional Response, Metabolism, Attachment Behavior
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Ihmeideh, Fathi Mahmoud; Shawareb, Aseel Akram – Journal of Research in Childhood Education, 2014
Parenting styles are known to have a powerful influence on child development, and as such they can significantly influence children's Internet use. The purpose of this study is to examine the Internet parenting style of Jordanian parents and their perspectives on their children's Internet use. Children's Internet use was evaluated in terms of four…
Descriptors: Internet, Parenting Styles, Child Rearing, Access to Computers
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Chen, Cheng-Ping; Shih, Ju-Ling; Ma, Yi-Chun – Educational Technology & Society, 2014
In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and…
Descriptors: Foreign Countries, Electronic Learning, Computer Games, Educational Games
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Cherkasova, Evgenia V.; Raby, Nicholas R. – International Journal for Talent Development and Creativity, 2015
This paper presents a course design model created in response to the pedagogical challenges inherent in a 'Big Questions' course in the humanities. We conceptualize the model as an Open Dynamic Educational Project (ODEP), namely, a carefully designed learning environment--physical, intellectual, and digital--which comprises "both" a…
Descriptors: Instructional Innovation, Teaching Methods, Web Sites, Computer Games
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Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan – Educational Technology & Society, 2015
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…
Descriptors: Grade 7, Middle School Students, Learning Motivation, Cooperative Learning
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Uz, Cigdem; Cagiltay, Kursat – Digital Education Review, 2015
Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…
Descriptors: Foreign Countries, College Students, Video Games, Interpersonal Competence
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Vangsnes, Vigdis; Økland, Nils Tore Gram – Technology, Pedagogy and Education, 2015
In computer gaming situations in kindergartens, the pre-school teacher's function can be viewed in a continuum. At one extreme is the teacher who takes an intervening role and at the other extreme is the teacher who chooses to restrict herself/himself to an organising or distal role. This study shows that both the intervening position and the…
Descriptors: Kindergarten, Computer Games, Educational Technology, Preschool Teachers
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Lu, Su-Ju; Liu, Ying-Chieh – Environmental Education Research, 2015
Marine education comprises rich and multifaceted issues. Raising general awareness of marine environments and issues demands the development of new learning materials. This study adapts concepts from digital game-based learning to design an innovative marine learning program integrating augmented reality (AR) technology for lower grade primary…
Descriptors: Foreign Countries, Marine Education, Elementary School Students, Educational Games
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Franco-Mariscal, Antonio Joaquín; Oliva-Martínez, Jose´ María; Gil, M. L. Almoraima – Journal of Chemical Education, 2015
The study reported here was conducted to investigate the perceptions of high school students on the use of educational games as a tool for teaching the periodic table of elements in a chemistry class in Spain. The 127 students who participated in this study came from six different classes in grade 10 (15-16 years old). The students' perceptions of…
Descriptors: Science Instruction, Teaching Methods, Educational Games, Student Attitudes
Yamazaki, Kasumi – ProQuest LLC, 2015
The proliferation of online simulation games across the globe in many different languages offers Computer Assisted Language Learning (CALL) researchers an opportunity to examine how language learning occurs in such virtual environments. While there has recently been an increase in the number of exploratory studies involving learning experiences of…
Descriptors: Computer Assisted Instruction, Second Language Learning, Japanese, Computer Games
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Pivec, Paul; Pivec, Maja – International Journal of Game-Based Learning, 2011
Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on…
Descriptors: Computer Games, Video Games, Teaching Methods, Interaction
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Clyde, Jerremie; Wilkinson, Glenn – International Journal of Virtual and Personal Learning Environments, 2011
This paper contrasts the importance of procedural rhetoric for the use of games in university and college level historical education with the use of history themed digital simulations. This paper starts by examining how history functions as a form of disciplinary knowledge and how this disciplinary way of knowing things is taught in the post…
Descriptors: Computer Games, Computer Simulation, History Instruction, Higher Education
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Bidarra, José; Rothschild, Meagan; Squire, Kurt; Figueiredo, Mauro – International Journal of Web-Based Learning and Teaching Technologies, 2013
Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Educational Technology
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Zualkernan, Imran A.; Husseini, Ghaleb A.; Loughlin, Kevin F.; Mohebzada, Jamshaid G.; El Gaml, Moataz – Chemical Engineering Education, 2013
Social networking platforms and computer games represent a natural informal learning environment for the current generation of learners in higher education. This paper explores the use of game-based learning in the context of an undergraduate chemical engineering remote laboratory. Specifically, students are allowed to manipulate chemical…
Descriptors: Social Networks, Chemical Engineering, Computer Games, Teaching Methods
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