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Vu, Phu; Feinstein, Sheryl – International Journal of Research in Education and Science, 2017
This exploratory multiple case study attempted to examine whether game-based learning activities had any impacts on students' academic performances and behaviors, and what perceptions the teachers had toward implementing games into their classrooms. Data used in this study included 101 students' pre and post-test scores, and four structured…
Descriptors: STEM Education, Case Studies, Educational Games, Learning Activities
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Alabbasi, Daniah – Turkish Online Journal of Distance Education, 2017
Teachers and educational institutions are attempting to find an appropriate strategy to motivate as well as engage students in the learning process. Institutions are encouraging the use of gamification in education for the purpose of improving the intrinsic motivation as well as engagement. However, the students' perspective of the issue is…
Descriptors: Graduate Students, Online Courses, Electronic Learning, Educational Games
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Stieler-Hunt, Colleen J.; Jones, Christian M. – Technology, Pedagogy and Education, 2017
Significant barriers to using digital games in classrooms exist despite evidence to indicate digital games can enhance academic achievement. This qualitative, grounded theory study purports an interpretive understanding of the experiences of 13 Australian teachers who have used immersive digital games (IDGs) in the classroom. These teachers…
Descriptors: Educational Games, Educational Technology, Computer Games, Semi Structured Interviews
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Russo, James – Australian Primary Mathematics Classroom, 2017
Benchmarking is an important strategy for comparing the size of fractions. In addition, knowing whether a given fraction is greater or less than a particular benchmark (e.g., one-half) can support students with accurately locating the fraction on a number line. This article offers a game-based activity that engages students in discussions around…
Descriptors: Mathematics Instruction, Benchmarking, Comparative Analysis, Fractions
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Sanderson, Donna – Texas Journal of Literacy Education, 2017
The idea of using plastic bottle caps to enhance children's literacy and math skills was introduced in a pre-kindergarten methods and field class at West Chester University. We wanted an essentially cost-free way to create fun, hands-on, educational games for young students to learn basic skills supporting the Common Core State Standards (adopted…
Descriptors: Literacy Education, Mathematics Instruction, Skill Development, Preschool Children
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Hartweg, Beau; Biffi, Daniella; de la Fuente, Yohanis; Malkoc, Ummuhan; Patterson, Melissa E.; Pearce, Erin; Stewart, Morgan A.; Weinburgh, Molly – School Science and Mathematics, 2017
A pilot study was conducted on a multimodal educational tool, Peruvian Food Chain Jenga (PFCJ), with 5th-grade students (N = 54) at a public charter school. The goal was to compare the effectiveness of the multimodal tool to a more traditional presentation of the same materials (food chain) using an experimental/control design. Data collection…
Descriptors: Grade 5, Charter Schools, Teaching Methods, Program Effectiveness
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Williamson, Ben – Learning, Media and Technology, 2017
ClassDojo is one of the world's most successful educational technologies, currently used by over 3 million teachers and 35 million children globally. It reinforces and enacts emerging governmental "psycho-policies" around the measurement and modification of children's social and emotional learning in schools. This article focuses…
Descriptors: Educational Technology, Social Development, Emotional Development, Psychological Patterns
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Cruz, Sónia; Carvalho, Ana Amélia A.; Araújo, Inês – Education and Information Technologies, 2017
This paper presents a game designed to support teaching and learning of Portuguese History to 6th grade students. Firstly, a state of the art of mobile game-based learning for History is presented. Then we describe shortly the research carried out which aimed at the analysis of the games most played by students, followed by the identification of…
Descriptors: Teaching Methods, Foreign Countries, Handheld Devices, Telecommunications
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Hilliard, Ann; Kargbo, Harriett F. – International Journal of Education and Practice, 2017
In our schools and universities today, learners have been exposed to a lot of technology applications. Therefore, the natural order of learning could be enhanced by the use of games. Using games through the application of technology provides the learner with lots of hands-on activities. Game-based learning activities are highly engaging and it…
Descriptors: Educational Games, Computer Games, Learner Engagement, Learning Motivation
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Ramly, Mohd Adlan; Ikhsan, Nurul Aida Binti Kamal; Rahman, Nur Rahimatul Hayati Binti Abdul; Abdul, Nur Rahimatul Hayati Binti – Asian Journal of University Education, 2017
This experimental paper seeks to elucidate the usage of the card game 'Protein Synthesis Game' as a student's learning tool in studying the Biology topic of protein synthesis during an A-Level course. A total of 24 experimental students in 3 induced groups and 24 controlled students in controlled groups were involved in the experiment which began…
Descriptors: Teaching Methods, Science Instruction, Biology, Scientific Concepts
Ensmann, Suzanne Y. – ProQuest LLC, 2017
Systemic sustainable change does not happen overnight but begins with the diffusion of knowledge and changing of attitudes (Rogers, 2010). Additionally, games can educate while adjusting attitudes (Gee, 2008; Jones, 2008). For these reasons, this project designed a Digital Game-Based Learning (DGBL) prototype to teach about the basic human rights…
Descriptors: Student Empowerment, Educational Games, Computer Games, Civil Rights
Thomas, James William – ProQuest LLC, 2017
"Guitar Hero III" and similar games potentially offer a vehicle for improvement of musical rhythmic accuracy with training delivered in both visual and auditory formats and by use of its novel guitar-shaped interface; however, some theories regarding multimedia learning suggest sound is a possible source of extraneous cognitive load…
Descriptors: Accuracy, Music, Educational Games, Acoustics
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Debabi, Wassila; Champagnat, Ronan – International Association for Development of the Information Society, 2017
Serious games seem to be a promising alternative to traditional practices for learning. Recently, their use in computer science education and learning programming became more widespread. Actually, many students in programming courses have difficulties to master all required competencies and skills especially at introductory level and games have…
Descriptors: Computer Games, Educational Games, Computer System Design, Computer Science Education
Thomsen, Brian M. – ProQuest LLC, 2017
Too many students are entering post-secondary education lacking foundational mathematics skills that are critical to performance on placement examinations. As a result, students are forced to take remedial courses that are often non-credit bearing and hinder their progress toward graduation. Research suggests that a lack of number sense may…
Descriptors: Computation, Mathematics Achievement, High School Students, Disabilities
Machajewski, Szymon – Online Submission, 2017
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population…
Descriptors: Integrated Learning Systems, Educational Technology, Technology Uses in Education, Educational Games
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