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Jeremy Stoddard; Jais Brohinsky; Derek Behnke; David Shaffer; Codu Marquart; M. Shane Tutweiler; Jason Chen – Grantee Submission, 2022
In this paper, we describe the design for PurpleState, an internship simulation that applies the epistemic game model for informed civic learning. PurpleState places students in the role of interns at a political media firm and asks them to design a media campaign on a state level policy issue. Unlike the use of these models in STEM education,…
Descriptors: Citizenship Education, Educational Games, Teaching Methods, Persuasive Discourse
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Rincon-Flores, Elvira G.; Gallardo, Katherina; de la Fuente, Juana María – International Electronic Journal of Mathematics Education, 2018
The present study details the implementation of an improvement process for a gamification activity from a Calculus course for undergraduate students aimed to develop mathematical modeling competencies. The improvement process was studied taking into account three types of data: the results of the students' performance assessment, the…
Descriptors: Educational Innovation, Calculus, Performance, Evaluation Methods
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Emblen-Perry, Kay – International Journal of Sustainability in Higher Education, 2018
Purpose: This paper aims to explore the value students place on the sustainable strategies game (SSG) which seeks to improve student engagement in business sustainability through enhanced game-based learning. This game provides an alternative collaborative learning environment to the traditional instructivist approach to enrich Education for…
Descriptors: Foreign Countries, Learner Engagement, Business, Sustainability
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Balakrishnan, Sangeetha – Journal of Educational Technology, 2018
Formative assessment--assessment intended to enhance teaching and learning--is an indispensable part of a teacher's tools. As opposed to summative assessment, formative assessment is carried out periodically through the course to get an insight into the students' understanding of the content. Formative assessment is tacit, but planned formative…
Descriptors: Formative Evaluation, Comprehension, Chemistry, Graduate Study
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Howard, Melanie A. – Teaching Theology & Religion, 2018
Role-playing games have been a part of scholarly conversations about pedagogy for several decades. However, more work is needed in understanding how gaming pedagogy can best fit with and augment particular disciplines. After providing two examples of role-playing games that have been used successfully in teaching the New Testament, this article…
Descriptors: Role Playing, Religious Education, Teaching Methods, Biblical Literature
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Korozi, Maria; Leonidis, Asterios; Ntoa, Stavroula; Arampatzis, Dimitrios; Adami, Ilia; Antona, Margherita; Stephanidis, Constantine – British Journal of Educational Technology, 2018
This paper presents "Home game," a multimodal interactive educational game that supports training in independent living for children with cognitive disabilities. It is intended to be used under the supervision of educators in a rehabilitation center. The game features a variety of exercises that incorporate multimedia, virtual…
Descriptors: Educational Games, Independent Living, Intellectual Disability, Children
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Mandanici, Marcella; Altieri, Federico; Rodà, Antonio; Canazza, Sergio – British Journal of Educational Technology, 2018
In the last years, applications based on large-scale responsive environments have risen up as a convincing aid for learning simple as well as complex concepts in a playful way. The full-body interaction that characterizes these environments supports different learning styles and it is particularly fit for inclusion of participants with…
Descriptors: Educational Games, Interaction, Disabilities, Music Education
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Buhagiar, Tarek; Leo, Christopher – Journal of Instructional Pedagogies, 2018
This study investigates whether there is a difference in academic performance between students who access supplemental material through gamification versus students who do not. The study focuses on students in the College of Business Administration in a large (60,000 students) urban university, enrolled in two sections of a core course for the…
Descriptors: Educational Games, Academic Achievement, Student Improvement, Outcomes of Education
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Hamlen, Karla R. – Journal of Educational Computing Research, 2018
Video game play is a pervasive recreational activity, particularly among college students. While there is a large research base focused on educational video game play and uses of games in the classroom, there is much less research focused on cognitive strategies and entertainment video game play. The purpose of this study was to investigate…
Descriptors: Problem Solving, Video Games, Educational Games, Undergraduate Students
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Malaquias, Rodrigo Fernandes; Malaquias, Fernanda Francielle de Oliveira; Borges, Dermeval M., Jr.; Zambra, Pablo – Turkish Online Journal of Distance Education, 2018
The literature on serious games (SGs) indicates that they are very useful tools to improve the teaching/learning process. In this paper, we analyze some potential benefits of a SG on academic performance of undergraduate accounting students. The database is comprised of scores obtained by students during an undergraduate discipline related with…
Descriptors: Academic Achievement, Undergraduate Students, Accounting, Educational Games
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Wen, Cai-Ting; Chang, Chia-Jung; Chang, Ming-Hua; Fan Chiang, Shih-Hsun; Liu, Chen-Chung; Hwang, Fu-Kwun; Tsai, Chin-Chung – Instructional Science: An International Journal of the Learning Sciences, 2018
This study investigated students' modeling progress and strategies in a problem-solving simulation game through content analysis, and through supervised and unsupervised lag sequential analysis (LSA). Multiple data sources, including self-report models and activity logs, were collected from 25 senior high school students. The results of the…
Descriptors: Educational Games, Simulation, Problem Solving, Models
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Tañedo, Victor Patrick; De Vera, Jose Alfredo, III – Journal of Science and Mathematics Education in Southeast Asia, 2018
Purpose: This study aimed to create a mobile serious game that incorporates a learning framework, particularly collaborative learning theory, to develop students' computational thinking skills. Methodology: Based on the framework of Brennan and Resnick, an adaptation was made within the context of a mobile serious game mapping the different…
Descriptors: Computation, Thinking Skills, Cooperative Learning, Educational Games
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El Kah, Anoual; Lakhouaja, Abdelhak – Education and Information Technologies, 2018
Since the early stages of schooling, many children are exposed to different learning disabilities, usually manifest as dyslexia, dysgraphia, and dyscalculia. Those disabilities impact on the normal academic achievement of the child and may even affect its social life. Learning disorders have neurobiological origins and are often inherited…
Descriptors: Educational Games, Dyslexia, Learning Disabilities, Early Intervention
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Nieh, Hsi-Ping; Wu, Wen-Chi – Journal of School Health, 2018
Background: We examined the effects of the Galaxy Rescuers game, a collaborative board game on schoolchildren's bullying intervention. Methods: We conducted a group-randomized controlled trial. We recruited 328 fifth graders at an elementary school in northern Taiwan. The study took place in fall 2015 over a 7-week period. We used the generalized…
Descriptors: Educational Games, Bullying, Program Effectiveness, Grade 5
Melcer, Edward F. – ProQuest LLC, 2018
Embodiment is a concept that has gained widespread usage within the Human-Computer Interaction (HCI) community in recent years. In a general sense, embodiment is the notion that cognition arises not just from the mind, but also through our bodies' physical and social interactions with the world around us. HCI has employed this body-centric…
Descriptors: Educational Technology, Human Body, Design, Man Machine Systems
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