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Sarkar, Sourish; Kumar, Sanjay – Decision Sciences Journal of Innovative Education, 2016
This article describes a classroom tool to teach the impact of supply chain disruptions and mitigation strategies based on information sharing and collaboration. The tool is an adaptation of the Beer Distribution Game, is easy to play, and can be hosted online or on local servers. The game considers several scenarios based on the location of the…
Descriptors: Educational Games, Computer Games, Distributive Education, Classroom Techniques
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Dolenc, Nathan; Wood, Aja; Washburn, Megan; Batson, Yarden; Fan, Brittany; Dickens, Victoria; Armstrong, Shannon – Science and Children, 2016
Role-play has been shown to increase student engagement and improve the overall classroom environment. When used effectively, role-play can transform a task or assignment to appear more like play than work. In this four-part lesson, role-play was used as a teaching strategy to engage students in learning the science and application of several…
Descriptors: Science Activities, Science Instruction, Class Activities, Role Playing
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Conati, Cristina; Gutica, Mirela – International Journal of Artificial Intelligence in Education, 2016
We present the results of a study that explored the emotions experienced by students during interaction with an educational game for math (Heroes of Math Island). Starting from emotion frameworks in affective computing and education, we considered a larger set of emotions than in related research. For emotion labeling, we started from a standard…
Descriptors: Educational Games, Emotional Response, Evaluators, Interrater Reliability
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Young, Lanee – Mathematics Teaching in the Middle School, 2016
Research shows that playing games in the classroom improves students' attitudes toward mathematics, increases motivation to practice skills inside and outside the classroom, and increases learning by encouraging students of all levels to participate. Rutherford asserts that playing games encourages strategic mathematical thinking and supports…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Toys
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Lorenzutti, Nico – English Teaching Forum, 2016
Games offer more than just fun and play, and the analyses suggest that varying vocabulary activities is important if learners are to practice all the aspects of word knowledge. However, despite all the evidence, just claiming that playing games is a good way to practice the language is often not enough to win the argument. Because author Nico…
Descriptors: Vocabulary, Educational Games, Teaching Methods, Vocabulary Development
Shaughnessy, Michael F.; Fulgham, Susan M. – Educational Technology, 2016
Clark Aldrich is the founder and Managing Partner of Clark Aldrich Designs, and is known as a global education visionary, industry analyst, and speaker. In this interview, he responds to questions about his ideas, his work, and his theories.
Descriptors: Educational Technology, Educational Games, Computer Simulation, Computer Games
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Siko, Jason P.; Barbour, Michael K. – TechTrends: Linking Research and Practice to Improve Learning, 2016
This paper is a review of a three-cycle, design-based research study that explored the relationship between the pedagogical research and the actual implementation of a game design project using Microsoft PowerPoint. Much of the initial literature on using homemade PowerPoint games showed no significant improvement in test scores when students…
Descriptors: Design, Visual Aids, Computer Software, Teaching Methods
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Mowling, Claire M.; Martin, Ellen H. – Journal of Physical Education, Recreation & Dance, 2016
The purpose of this article is to describe a hybrid model designed to assist in developing students as their own best individual and peer coaches. As students interact with the content through a hands-on approach, they are able to develop higher-order thinking skills by analyzing and evaluating skill performance using a games-centered approach.…
Descriptors: Thinking Skills, Coaching (Performance), Physical Education, Models
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Ott, Kate – American Journal of Sexuality Education, 2016
When seeking a more nuanced understanding of sexuality, participants can benefit from hands-on activities that provide experience with the limitation of descriptors and social shaping of definitions. In many sexuality education contexts, participants enter the learning environment with a narrow definition of sexuality. The following game provides…
Descriptors: Sexuality, Learning Activities, Sex Education, Teaching Methods
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Greenhalgh, Spencer Paul – AERA Online Paper Repository, 2016
This paper examines how students perceive their proficiency in a second language to affect their ability to complete ethical tasks in an educational game. Students' limited proficiency in a second language may impede their ability to carry out real-world tasks; this may cause problems for classes in which the tasks are just as important as…
Descriptors: Language Proficiency, Second Language Learning, Educational Games, Ethics
Barbara Rácz – Sage Research Methods Cases, 2016
This case discusses an embedded-multiple case study design applied in my PhD research. Its particularity, besides the method, is that it was placed in an international context investigating the use of movement and games in Modern Foreign Language (MFL) learning/teaching in inclusive educational contexts. Therefore, it provides information on…
Descriptors: Modern Languages, Second Language Learning, Second Language Instruction, Teaching Methods
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Rosenblum, Jason; Hughes, Joan E. – Journal of Ethnographic & Qualitative Research, 2017
Using a phenomenological study of educational games, this article describes how computer-based digital tools were used to simultaneously record computer applications (such as games), voice and sounds, participant facial expressions, and gestures to enliven phenomenological interviews and provide rich, thickly described data. In a study,…
Descriptors: Phenomenology, Educational Games, Recall (Psychology), Protocol Analysis
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Conley, Cynthia L.; Deck, Stacy M.; Miller, J. Jay; Borders, Kevin – Journal of Teaching in Social Work, 2017
This article describes the development and utilization of an instructional activity created by the authors for the purposes of preparing social work students for culturally competent practice with members of historically oppressed populations. Experiential activities in the classroom provide an alternative approach to traditional pedagogical…
Descriptors: Cultural Awareness, Social Work, Counselor Training, Disadvantaged
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Bicen, Huseyin; Kocakoyun, Senay – World Journal on Educational Technology: Current Issues, 2017
In this digital age of technological advancement, mobile applications are fastly approaching acme of development. In order to increase the efficiency of the developed applications, mobile applications which are suitable for gamification have become a contemporary issue. In this study, the applications of Kahoot, ClassDojo, Classcraft and Socrative…
Descriptors: Telecommunications, Handheld Devices, Educational Games, Foreign Countries
Ochsner, Amanda; Corwin, Zoë B. – Educational Technology, 2017
In 2014, researchers at the Pullias Center for Higher Education at the University of Southern California (USC) received a grant from the U.S. Department of Education's Fund for the Improvement in Postsecondary Education's First in the World program to do research aimed at understanding how games can be used to cultivate college knowledge and…
Descriptors: Educational Research, Educational Games, Instructional Design, Design Requirements
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