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Nicholson, Scott – Childhood Education, 2018
Escape rooms are "live-action team-based games where players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal (usually escaping from the room) in a limited amount of time." Escape Rooms are one type of Escape Game, which are narrative-based challenges that use puzzles, tasks,…
Descriptors: Class Activities, Educational Games, Learner Engagement, Puzzles
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Lin, Chang-Hsin; Shih, Ju-Ling – Educational Technology & Society, 2018
This study reported the group development training results using a digital game-based adventure education course. In the research, six traditional adventure education activities were developed into six digital games that are assembled and practiced in the face-to-face course. The course was designed based on Tuckman's team development model in…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Adventure Education
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Souza, P. V. S.; Morais, L. P.; Girardi, D. – Physics Education, 2018
We present an educational game for teaching physics, "Spies." The game is based on the popular boardgame "Codenames." It is useful as a didactic tool to promote and improve student engagement. "Spies" is practical, fast and requires very little physical resources, which makes it ideal for high school teaching and…
Descriptors: Physics, Teaching Methods, Educational Games, Learner Engagement
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de Freitas, Sara – Educational Technology & Society, 2018
The literature around the use, efficacy and design of educational games and game-based learning approaches has been building up gradually and in phases, across different disciplines and in an ad hoc way. This has been problematic in a number of ways and resulted in fragmented literature and inconsistent referencing patterns between different…
Descriptors: Teaching Methods, Educational Games, Program Effectiveness, Grounded Theory
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Luttikhuizen, Pieternella C. – Journal of Biological Education, 2018
Teaching biological evolution can be difficult on a number of levels, be it student confusion arising from prior conceptions and the controversy surrounding evolution, or simply because the material is complex. Games and simulations can help to convey complex topics and also to increase variety in teaching methods. Here I describe a card game that…
Descriptors: Evolution, Teaching Methods, Genetics, Science Instruction
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Hazan, Beliz; Zhang, Wei; Olcum, Ecem; Bergdoll, Rose; Grandoit, Evan; Mandelbaum, Faigy; Wilson-Doenges, Georjeanna; Rabin, Laura A. – Statistics Education Research Journal, 2018
Teaching undergraduate psychology statistics poses challenges to instructors and students due to the perceived complexity of the material and lack of student motivation. With the goal of boosting student competency and engagement in statistics, our study introduced a gamified learning environment into the laboratory portion of the undergraduate…
Descriptors: Undergraduate Students, Psychology, Statistics, College Faculty
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Fernandez, Matias; Napier, Joseph; Hu, Feng Sheng; Heath, Katy; de Lafontaine, Guillaume; Hug, Barbara – Science Teacher, 2018
The practice of obtaining, interpreting, and contextualizing data across scientific disciplines is crucial to understanding the natural world. The authors developed the Teal Spruce sampling activity to encourage students to explore the reality of scientific data collection while also providing hands-on experience in interpreting and sharing…
Descriptors: Science Instruction, High School Students, Secondary School Science, Educational Games
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Djamas, Djusmaini; Tinedi, Vonny; Yohandri – International Journal of Information and Communication Technology Education, 2018
Learning materials offerstudents and teachers valuable assistance in physicslessons. This article was aimed at developing and evaluating interactive multimedia learning materials that are equipped with games in Linear Motion and Newton's Laws for improving critical thinking skills. The evaluation consists of an expert review, based on grades from…
Descriptors: Multimedia Materials, Multimedia Instruction, Critical Thinking, Science Instruction
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Selvi, Meryem; Çosan, Ayse Öztürk – Universal Journal of Educational Research, 2018
This study aims to investigate the effects of using scientific educational games in teaching Kingdoms of Living Things on students' academic achievement and retention of knowledge. The study also assessed students' perceptions of these educational games. 68 ninth grade students constitute the study group of this research. In the school in which…
Descriptors: Teaching Methods, Educational Games, Academic Achievement, Student Attitudes
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Hernández Reyna, Martín; Arellano Pimente, J. Jesús; Toledo, Guadalupe Toledo; Hernández López, Miguel Ángel – International Journal of Education and Development using Information and Communication Technology, 2018
In this paper, a playful 3D platform using Kinect as a natural means of user interaction to provide a useful teaching resource is described. This platform acquires knowledge of the components and overall operation of a wind turbine. This platform is implemented as an educational game with three levels. Level 1 is responsible for showing the names…
Descriptors: Teaching Methods, Manipulative Materials, Educational Games, Equipment
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Heafner, Joe – Physics Teacher, 2018
I begin my introductory astronomy course with a unit on critical thinking that focuses on, among other things, the differences between the "scientific method" as frequently presented in textbooks and actual scientific practice. One particular classroom activity uses a simple dice game to simulate observation of a natural phenomenon and…
Descriptors: Astronomy, Science Instruction, Teaching Methods, Educational Games
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Moseley, Alex – International Journal of Game-Based Learning, 2018
The use of real contexts in learning has been of central interest to educational developments such as experiential learning, case studies, work placements and simulations. They centre around the benefits of putting students in realistic situations, using real tools to solve real/realistic problems. A growing number of learning games are making use…
Descriptors: Educational Games, Context Effect, Relevance (Education), Teaching Methods
Andriamiarisoa, Ralai – ProQuest LLC, 2018
Rapid technological advances have created major societal changes, transformed business sectors, and revolutionized enterprises. In contrast, the curricular structure of medical education has remained unchanged for the last 100 years, and, for the most part, medical education has been reluctant to embrace the use of technology. The prevalent…
Descriptors: Cooperative Learning, Cognitive Processes, Educational Games, Teaching Methods
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Akram, Bita; Min, Wookhee; Wiebe, Eric; Mott, Bradford; Boyer, Kristy Elizabeth; Lester, James – International Educational Data Mining Society, 2018
A key affordance of game-based learning environments is their potential to unobtrusively assess student learning without interfering with gameplay. In this paper, we introduce a temporal analytics framework for stealth assessment that analyzes students' problem-solving strategies. The strategy-based temporal analytic framework uses long short-term…
Descriptors: Educational Games, Problem Solving, Educational Environment, Short Term Memory
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Philip Vahey; David Reider; Jillian Orr; Ashley Lewis Presser; Ximena Dominguez – International Journal of Designs for Learning, 2018
The ubiquity of touchscreen, mobile tablet technology has resulted in a plethora of "apps for learning" yet few leverage the learning sciences as a design driver. This paper describes our approach to integrating the learning sciences with best practices in app design: a design framework that involves researchers and developers in a…
Descriptors: Evidence Based Practice, Curriculum Design, Best Practices, Computer Oriented Programs
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