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Jong, Morris Siu Yung; Dong, Anmei; Luk, Eric – Research and Practice in Technology Enhanced Learning, 2017
Serious gaming has been regarded as one of the important student-centric learning approaches in the coming decade. However, there has been a lack of in-depth discussion of the teacher role in the course of serious gaming when it is adopted in formal schooling. The study discussed in this paper is a piece of two-cycle design-based research,…
Descriptors: Game Based Learning, Teacher Role, Teaching Methods, Grade 11
Jennings, Amanda Brooke – ProQuest LLC, 2017
Children construct meaning from their economic experiences in the form of naive theories and use these theories to explain the relationships between their actions and the outcomes. Inevitably, due to their lack of economic literacy, these theories will be incomplete. Through curriculum design that acknowledges and addresses these naive theories,…
Descriptors: Childhood Attitudes, Knowledge Level, Economics, Theories
Brown-Turner, Jasmine – ProQuest LLC, 2017
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members…
Descriptors: Computer Games, Phenomenology, Computer Software, Computer Simulation
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Seymoens, Tom; Van Audenhove, Leo; Van den Broeck, Wendy; Mariën, Ilse – Journal of Media Literacy Education, 2020
This paper presents "the DataBuzz Project." "DataBuzz" is a high-tech, mobile educational lab, which is housed in a 13-meter electric bus. Its specific goal is to increase the data literacy of different segments of society in the Brussels region through inclusive and participatory games and workshops. In this paper, we will…
Descriptors: Data Analysis, Literacy, Program Descriptions, Laboratories
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Hofman, Abe D.; Brinkhuis, Matthieu J. S.; Bolsinova, Maria; Klaiber, Jonathan; Maris, Gunter; van der Maas, Han L. J. – Journal of Intelligence, 2020
One of the highest ambitions in educational technology is the move towards personalized learning. To this end, computerized adaptive learning (CAL) systems are developed. A popular method to track the development of student ability and item difficulty, in CAL systems, is the Elo Rating System (ERS). The ERS allows for dynamic model parameters by…
Descriptors: Teaching Methods, Computer Assisted Instruction, Difficulty Level, Individualized Instruction
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Litts, Breanne K.; Lewis, Whitney E.; Mortensen, Chase K. – Interactive Learning Environments, 2020
In response to a need to equip youth to become successful contributors to our growing digital economy, educators and researchers are exploring ways to incorporate computational thinking (CT) for all across curricular domains. In this paper, we take a place-based approach to examine how and what CT practices youth learn through designing mobile…
Descriptors: Teaching Methods, Educational Games, Telecommunications, Handheld Devices
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Elimelech, Adi; Aram, Dorit – Reading Research Quarterly, 2020
The authors developed a digital spelling game to promote children's early literacy skills. Based on the dual-coding theory, the authors studied the benefits of auditory support alone versus auditory+visual support. Children played the game in three conditions: no support, hearing the whole word; auditory-only support, hearing a word segmented; and…
Descriptors: Educational Games, Video Games, Spelling, Emergent Literacy
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Ellis-Thompson, Amy; Higgins, Steve; Kay, Jonathan; Stevenson, Jennifer; Zaman, Mohammad – Education Endowment Foundation, 2020
This rapid evidence assessment aimed to investigate methods that schools could use to support remote learning during school closures caused by the 2020 coronavirus pandemic (COVID-19). The review sought to find the best evidence behind the wide array of approaches that schools might choose to use during the crisis. This report summarises the…
Descriptors: Distance Education, School Closing, COVID-19, Pandemics
Lin, Grace Hui Chin – Online Submission, 2020
This research was aimed at investigating the pedagogical roles of computer games (Hao et al, 2019, Chen & Hsu, 2019). It explored the impact of computer "mixed with language" (White et al, 2019) training, using simulation games, upon language acquisition and diverse daily-life knowledge. In a teacher preparation university of western…
Descriptors: Game Based Learning, Teaching Methods, Computer Games, Training
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Aljraiwi, Seham – International Journal of Education and Practice, 2019
Gamification is one of the most significant modern trends in educational technology. The present study aims to identify the effectiveness of gamification of web-based learning on academic achievement and creative thinking among primary school students. A learning environment was designed based on gamification of web-based learning. A…
Descriptors: Instructional Effectiveness, Educational Games, Web Based Instruction, Academic Achievement
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Asrowi; Gunarhadi; Hanif, Muhammad – International Journal of Education and Practice, 2019
This research was conducted to measure the impact of counseling among children with learning difficulties in terms of motivation and self-confidence. This study is an action research. The research took place in an inclusive school in Indonesia conducted in collaboration between special education teacher, counselor and practitioners. The subjects…
Descriptors: Role Playing, Children, Learning Problems, Students with Disabilities
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Ismail, Mohamad Izwan; Bakar, Nur Ain Abu; Mohamed, Mawarni – Asian Journal of University Education, 2019
The education system has existed for centuries. However, despite the rapid change in our technology, lifestyle and needs in the workforce, it has failed to adapt accordingly. The current system relies heavily on industrial-age values where students are expected to follow instructions and are stripped of their agency rather than being encouraged to…
Descriptors: Student Behavior, Expectation, Standards, Student Participation
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Edelen, Daniel; Bush, Sarah B.; Nickels, Megan – Science and Children, 2019
Because students have often been conditioned as passive learners and receivers of knowledge, it can be difficult for them to persevere in solving authentic problems. Nevertheless, teachers must persist in preparing students as problem solvers and critical thinkers. In an urban inner-city neighborhood school in the southeast, students embarked on a…
Descriptors: Elementary School Students, Elementary School Science, Grade 3, Grade 4
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Shu, Liuyi; Liu, Min – Journal of Educational Multimedia and Hypermedia, 2019
Game-based learning is getting popular in both K-12 schools and colleges. Research is needed to understand how engagement can influence learning and what specific factors of game-based learning that affect learners. In this study, we reviewed a total of 20 empirical studies from refereed journals that examined student engagement in game-based…
Descriptors: Learner Engagement, Educational Games, Learning Processes, Outcomes of Education
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Cardinot, Adriana; Fairfield, Jessamyn A. – International Journal of Game-Based Learning, 2019
In this research article, the authors developed a novel astronomy board game and examined how this approach could facilitate the learning and teaching of astronomy topics covered in the new Irish Science Syllabus. A total of 119 post-primary students took part in the pilot trial across Ireland. Data was collected via feedback questionnaires,…
Descriptors: Educational Games, Learner Engagement, Physics, Astronomy
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