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Feng, Xuanqi; Yamada, Masanori – Educational Technology & Society, 2021
It is challenging to utilize learning analytic technologies to examine gameplay log data for game-embedded assessment in the field of game-based learning. Analytical approaches based on a new perspective focusing on complicated contextual data are imperative in the current scenario. A relatively new concept called precision education, which…
Descriptors: Learning Analytics, Behavior Patterns, Informal Education, Game Based Learning
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Friedman, Kerry; Kassner, Laura; Araoz, Carmen; Dempsey, Kathleen – Regional Educational Laboratory Appalachia, 2021
The Community Math Night Facilitators' Toolkit is a detailed resource for elementary school educators to plan and implement a Community Math Night event. Community Math Nights use interactive math activities to engage families in building positive math attitudes, facilitate their participation in children's learning in grades K-5, and build a…
Descriptors: Mathematics Activities, Family Involvement, Elementary School Teachers, Mathematics Teachers
Domenici, David; Holland, Kaylah – National Technical Assistance Center for the Education of Neglected or Delinquent Children and Youth (NDTAC), 2021
When school is engaging, relevant, and meaningful, students returning from correctional facilities and those at-risk of dropping out are more likely to achieve educational success. This brief is intended to assist district leaders and school administrators--both at the district and school level- who are seeking to implement strategies designed to…
Descriptors: Learner Engagement, Relevance (Education), Reentry Students, At Risk Students
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Aliyu, Hassan; Raman, Yasheni; Talib, Corrienna Abdul – Online Submission, 2021
A digital instructional game with embedded multimedia was believed not limited to allowing the learner to visualize chemistry concepts while playing but enable them to collect relevant information that connects the understanding of the other. The subject was described as a core science area with multiple macroscopic, submicroscopic, and symbolic…
Descriptors: Cognitive Development, Chemistry, Science Instruction, Comparative Analysis
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Nagy, Tünde – Hungarian Educational Research Journal, 2020
When it comes to teaching vocabulary in foreign language classes words are often taught in isolation, without regard to the context in which they appear. The paper draws attention to the importance of teaching words in context so that the meaning of a word often results from the meaning of a larger construction it is part of. After presenting the…
Descriptors: Phrase Structure, Teaching Methods, Second Language Learning, Second Language Instruction
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Barwood, Donna; Smith, Sandra; Miller, Margaret; Boston, Julie; Masek, Martin; Devine, Amanda – Australian Journal of Teacher Education, 2020
The development of healthy eating habits in adolescents is challenging. Resultantly, health educators are turning to digital devices to engage young people in nutrition education. This paper focuses on the development and evaluation of a computer game (Test Game B) to support healthier food choices. Test Game B was developed at an Australian…
Descriptors: Foreign Countries, Eating Habits, Adolescents, Nutrition Instruction
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Kuzu, Tülay Sarar; Durna, Cansu – Turkish Online Journal of Educational Technology - TOJET, 2020
Language, which is the main tool of communication that consists actions without understanding and explaining, has vital importance in every field of life. Mother tongue teaching is a process that enhances school-type learning in all disciplines starting from the primary education level. It is also an area that links to development of thinking…
Descriptors: Foreign Countries, Secondary School Students, Writing Skills, Thinking Skills
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Gampell, Anthony; Gaillard, J. C.; Parsons, Meg; Le Dé, Loïc – Journal of Geography, 2020
Scholars, practitioners and educators propose video games as innovative teaching methods to engage geography students. A methodological framework, informed by constructivist learning theory, explored the ability of 'serious' disaster video games to foster student participation in learning within four New Zealand schools. The findings indicate the…
Descriptors: Educational Games, Video Games, Natural Disasters, Emergency Programs
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Frantzeskaki, Konstantina; Kafoussi, Sonia; Fessakis, Georgios – International Journal for Technology in Mathematics Education, 2020
In recent years, the learning and teaching of combinatorics presents particular educational research interest from the primary up to higher education levels. The combinatorial problems constitute a valuable opportunity for mathematical exploration, as combinatorics is a branch of mathematics with many applications, providing a complex network of…
Descriptors: Mathematics Instruction, Preschool Children, Educational Technology, Technology Uses in Education
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Hourigan, Mairéad; Leavy, Aisling M. – International Journal of Mathematical Education in Science and Technology, 2020
Probability education has fast become a contested area, with curriculum authorities in some countries recently suspending its introduction until the post-primary years. In other countries, children as young as 7 years are introduced to informal probability concepts. These recent international shifts in practice have contributed to a paucity of…
Descriptors: Preservice Teachers, Elementary School Teachers, Teacher Educators, Probability
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Budasi, I. Gede; Ratminingsih, Ni Made; Agustini, Ketut; Risadi, Md. Yudyantara – International Journal of Instruction, 2020
The purpose of this study was to investigate whether there was a significant effect of Power Point game on young learners' learning motivation and English achievement involving learners' perception of it. Based on the characteristics of quantitative research methods, the post-test only control group quasi-experimental design was used to test the…
Descriptors: Computer Software, Student Motivation, Academic Achievement, Student Attitudes
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Yesilbag, Serkan; Korkmaz, Özgen; Çakir, Recep – Education and Information Technologies, 2020
This study aims to determine the effects of educational computer games on the tenth grades students' academic achievement and attitudes towards the course. The research was conducted with 60 tenth-grade students attending an Anatolian high school during the school year of 2019-2020. The study was designed as a quasi-experimental design with a pre…
Descriptors: Educational Games, Computer Games, Game Based Learning, Academic Achievement
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Sevim-Cirak, Nese; Yildirim, Zahide – European Journal of Engineering Education, 2020
This phenomenological study investigates mining engineering students' game playing experiences for educational purposes and seeks to understand the essence of their experiences. In this study, three non-gamer and three-gamer mining engineering students were selected through a criterion sampling method, and then data were collected through in-depth…
Descriptors: Computer Simulation, Computer Games, Educational Games, Mining
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Flores, Rejeenald M.; Rodrigo, Ma. Mercedes T. – Journal of Educational Computing Research, 2020
Wheel-spinning refers to the failure to master a skill in a timely manner or after a considerable number of practice opportunities. Several past studies have developed wheel-spinning models in the areas of Mathematics and Physics. However, no models have been made for the context of novice programming. The purpose of this study was to develop…
Descriptors: Mastery Learning, Novices, Programming, Computer Science Education
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Lees, Matthew; Wentzel, Michael T.; Clark, James H.; Hurst, Glenn A. – Journal of Chemical Education, 2020
Green Tycoon is a free-of-charge game-based mobile application that embraces a systems thinking approach to introducing students to a biorefining process model within green chemistry. Players adopt the role of a manager in a chemical factory, synthesizing the fictional compound, Yorkanone. Through upgrading the system and engaging with the…
Descriptors: Educational Games, Game Based Learning, Science Instruction, Chemistry
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