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Earl, Jason Scott – ProQuest LLC, 2012
The focal goal of this research was to extend the empirical effort on business simulations as a form of experiential learning by providing the first empirical analysis of business acumen and knowledge application skills. Disruptions in technology are providing more opportunities to improve the simulation gaming learning experience and a number of…
Descriptors: Experiential Learning, Control Groups, Experimental Groups, Administrators
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Smyrnaiou, Zacharoula; Foteini, Moustaki; Kynigos, Chronis – Electronic Journal of e-Learning, 2012
Learning science requires the understanding of concepts and formal relationships, processes that--in themselves--have been proved to be difficult for students as they seem to encounter substantial problems with most of the inquiry-learning processes in which they engage. Models in inquiry-based learning have been considered as powerful…
Descriptors: Foreign Countries, Active Learning, Cooperative Learning, Learning Processes
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Lin, Kuan-Cheng; Wei, Yu Che; Hung, Jason C. – International Journal of Distance Education Technologies, 2012
Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an…
Descriptors: Academic Achievement, Learning Motivation, Student Attitudes, High School Students
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Kenneth Silseth – International Journal of Computer-Supported Collaborative Learning, 2012
The purpose of this article is to gain knowledge about how interactions in a gaming context become constituted as effective resources for a student's learning trajectory. In addition, this detailed study of a learning trajectory documents how a computer game becomes a learning resource for working on a specific topic in school. The article reports…
Descriptors: Foreign Countries, Educational Resources, Teaching Methods, Conflict
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Tusing, Jennifer; Berge, Zane L. – Journal of Educational Technology, 2010
This paper examines a number of theoretical principles governing second language teaching and learning and the ways in which these principles are being applied in 3D virtual worlds such as Second Life. Also examined are the benefits to language learning afforded by the Second Life interface, including access, the availability of native speakers of…
Descriptors: Second Language Learning, Second Language Instruction, Computer Simulation, Native Speakers
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Nunes, Miguel Baptista, Ed.; McPherson, Maggie, Ed.; Kommers, Piet, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the International Conference e-Learning 2017, which was organised by the International Association for Development of the Information Society, 20-22 July, 2017. This conference is part of the Multi Conference on Computer Science and Information Systems 2017, 20-23 July, which had a total of 652 submissions.…
Descriptors: Electronic Learning, Online Courses, Teaching Methods, Information Literacy
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Huang, Chin-Wen; Hsu, Chun-Pin – American Journal of Business Education, 2011
This case study explores the use of online games to teach personal finance concepts at the college level. A number of free online games targeting such topics as budgeting and saving, risk and return, consumer credit, financial services, and investments were introduced to the experimental group as homework assignments. Statistical results indicate…
Descriptors: Computer Games, Educational Games, College Students, Teaching Methods
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Augustin, T.; Hockemeyer, C.; Kickmeier-Rust, M.; Albert, D. – IEEE Transactions on Learning Technologies, 2011
The assessment of knowledge and learning progress in the context of game-based learning requires novel, noninvasive, and embedded approaches. In the present paper, we introduce a mathematical framework which relates the (problem solution) behavior of a learner in the game context to the learner's available and lacking competencies. We argue that a…
Descriptors: Feedback (Response), Mathematics Instruction, Definitions, Educational Games
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Preston, Jon A.; Chastine, Jeff; O'Donnell, Casey; Tseng, Tony; MacIntyre, Blair – International Journal of Game-Based Learning, 2012
Game jams are events that allow game designers to develop innovative games in a time-constrained environment, typically within a 48-hour period during a weekend. Jams provide participants an opportunity to improve their skills, collaborate with their peers, and advance research and creativity in the field of game design. Having coordinated…
Descriptors: Educational Games, Computer Games, Global Approach, Instructional Design
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Craft, Anna – London Review of Education, 2012
The early twenty-first century is characterised by rapid change. Commentators note how permeating digital technologies engage increasing numbers of children, young people and adults as consumers and also producers. In the shifting technological landscape, childhood and youth are changing. Connectivity around the clock, with a parallel existence in…
Descriptors: Social Change, Technological Advancement, Technological Literacy, Economic Climate
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Koh, Elizabeth; Kin, Yeo Gee; Wadhwa, Bimlesh; Lim, John – Simulation & Gaming, 2012
With the proliferation of entertainment games, supported by heavy investment in the underlying technologies, educators are now examining the educational values of gaming and attempting to incorporate games into their teaching. In Singapore, the game sector is worth many million Singapore dollars (SGDs), and gaming is an engaging activity of the…
Descriptors: Foreign Countries, Teacher Attitudes, College Faculty, Barriers
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Lane, H. Chad; Hays, Matthew Jensen; Core, Mark G.; Auerbach, Daniel – Journal of Educational Psychology, 2013
In the context of practicing intercultural communication skills, we investigated the role of fidelity in a game-based, virtual learning environment as well as the role of feedback delivered by an intelligent tutoring system. In 2 experiments, we compared variations on the game interface, use of the tutoring system, and the form of the feedback.…
Descriptors: Feedback (Response), Fidelity, Intercultural Communication, Communication Skills
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Taguchi, Naoko, Ed.; Skyes, Julie M., Ed. – Language Learning & Language Teaching, 2013
Technology-informed approaches to L2 research and teaching have prompted great interest by both researchers and practitioners alike. This book highlights the relationship between digitally-mediated technologies and second language pragmatics by presenting exemplary applications of technology for both research and pedagogy. Part I presents…
Descriptors: Interlanguage, Pragmatics, Second Language Learning, Second Language Instruction
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Lin, Chi-Syan; Ma, Jung Tsan; Chen, Yi-Lung; Kuo, Ming-Shiou – Journal on School Educational Technology, 2010
The goal of this study is to investigate how students behave themselves in the virtual learning worlds. The study creates a 3D virtual learning world, entitled the Best Digital Village, and implements a learning program on it. The learning program, the Expo, takes place at the Exhibition Center in the Best Digital Village. The space in the Expo is…
Descriptors: Virtual Classrooms, Statistical Analysis, Communities of Practice, Computer Games
Honey, Margaret A., Ed.; Hilton, Margaret, Ed. – National Academies Press, 2011
At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential.…
Descriptors: Learning Motivation, Science Education, Science Process Skills, Computer Games
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