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Molnar, Andreea; Virseda, Jesus; Frias-Martinez, Vanessa – Journal of Interactive Learning Research, 2015
The advent of feature phones in emerging economies makes them an ideal tool to be used for facilitating and complementing education performed in a formal environment (i.e. schools). However most of the proposed applications do not take into account the wishes of the teachers to customise the applications for student needs, or easiness to re-create…
Descriptors: Educational Games, Educational Technology, Telecommunications, Technology Uses in Education
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ter Vrugte, J.; de Jong, T.; Wouters, P.; Vandercruysse, S.; Elen, J.; van Oostendorp, H. – Journal of Computer Assisted Learning, 2015
The present study addressed the effectiveness of an educational math game for improving proportional reasoning in prevocational education, and examined the added value of support in the form of reflection. The study compared four conditions: the game with reflection prompts, the game with reflection prompts plus procedural information, the game…
Descriptors: Mathematics Education, Prompting, Prior Learning, Instructional Effectiveness
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MacDonald, Beth L.; Boyce, Steven J.; Xu, Cong ze; Wilkins, Jesse L. M. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2015
This proposal explores how the activity of subitizing--quickly apprehending the numerosity of a small set of items--changes with the development of number concepts. We describe how varying the orientations of items in teaching experiment sessions promoted one pre-schooler, Frank, to attend to subgroups of items and change his thinking about…
Descriptors: Mathematics Instruction, Mathematical Logic, Teaching Methods, Numbers
Shiota, Shingo; Abe, Manabu – International Association for Development of the Information Society, 2015
Having classes with "fun" incorporated into their design is crucial for learners. Students can learn from classes that combine learning with fun. In this study, we developed a program for university students in a teacher training course that aimed to teach ways of incorporating gamification into class design. [For the complete…
Descriptors: Educational Games, Teacher Education, Preservice Teachers, Instructional Design
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Mary Jo Dondlinger – International Journal of Designs for Learning, 2015
Research on games and simulations for learning in the last decade has expanded the instructional design knowledge base to such an extent that degree programs in instructional design and technology are beginning to develop and offer courses on games and simulations as learning technologies. This design case chronicles the context, design decisions,…
Descriptors: Educational Games, Simulation, Instructional Design, Graduate Study
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Chubarkova, Elena V.; Sadchikov, Ilya A.; Suslova, Irina A.; Tsaregorodtsev, Andrey ?.; Milova, Larisa N. – International Journal of Environmental and Science Education, 2016
Article actuality based on fact that existing knowledge system aimed at future professional life of students: a skillful use game activity in educational process will teach students to look for alternative ways solving of real problems. The purpose of article lies in theoretical substantiation, development and testing of criteria, which must be…
Descriptors: Educational Games, Artificial Intelligence, Computer Software, Technology Uses in Education
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Terzidou, Theodouli; Tsiatsos, Thrasyvoulos; Miliou, Christina; Sourvinou, Athanasia – IEEE Transactions on Learning Technologies, 2016
This study proposes and applies a novel concept for an AI enhanced serious game collaborative environment as a supplementary learning tool in tertiary education. It is based on previous research that investigated pedagogical agents for a serious game in the OpenSim environment. The proposed AI features to support the serious game are the…
Descriptors: Educational Games, Computer Games, Artificial Intelligence, Student Attitudes
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Svechkarev, Denis; Grygorovych, Oleksiy V. – Journal of Chemical Education, 2016
With more than 20 years of history, the Tournament of Young Chemists is an innovative, cross-disciplinary competition that promulgates the everyday life of scientists into the classrooms and on the contest stage. Original, open-type problems, unrestricted access to scientific data sources, and personal interaction with researchers from different…
Descriptors: Foreign Countries, Chemistry, Role Playing, Teaching Methods
Jan, Mingfong; Gaydos, Matthew – Educational Technology, 2016
This article aims at clarifying and conceptualizing game-based learning (GBL) in order to pinpoint directions for practices and research. The authors maintain that GBL should be conceptualized toward the transformation of a textbook-learning culture. The authors emphasize the importance of a paradigm shift in learning and a reorientation in…
Descriptors: Educational Practices, Educational Research, Educational Games, Learning Strategies
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Akkuzu, Nalan; Uyulgan, Melis Arzu – International Journal of Higher Education, 2016
In this research, for an effective learning of concepts in the scope of functional groups in organic chemistry, it has been developed as "Organic Chemistry Taboo (OrCheTaboo)" which is an educational activity by the researchers. The aim of this study is to analyze the effect of the game OrCheTaboo on learning of concepts related to…
Descriptors: Organic Chemistry, Science Instruction, Instructional Effectiveness, Educational Games
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Tsekleves, Emmanuel; Cosmas, John; Aggoun, Amar – British Journal of Educational Technology, 2016
Serious games and game-based learning have received increased attention in recent years as an adjunct to teaching and learning material. This has been well echoed in the literature with numerous articles on the use of games and game theory in education. Despite this, no policy for the incorporation of serious games in education exists to date.…
Descriptors: Barriers, Program Implementation, Educational Games, Stakeholders
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Brom, Cyril; Šisler, Vít; Slussareff, Michaela; Selmbacherová, Tereza; Hlávka, Zdenek – International Journal of Computer-Supported Collaborative Learning, 2016
Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between…
Descriptors: Role Playing, Computer Games, Educational Games, Comparative Analysis
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Middaugh, Ellen – Democracy & Education, 2016
This response considers the role of video games in promoting the social and emotional aspects of civic education and engagement. Specifically, it discusses how design choices in iCivics and video games generally may impact students' emotional responses to issues and other people, sense of internal efficacy, and social connectedness. [For "The…
Descriptors: Video Games, Educational Games, Civics, Citizenship Education
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Moores, Trevor T. – Journal of Information Systems Education, 2016
The aim of this paper is to provide sufficient detail that other members of the IS community can incorporate the business game "Flowers for the World" (or FFTW for short) into their IS teaching portfolio. The game promotes experiential (active) learning and has been used to support discussions or project work in such diverse subjects as…
Descriptors: Information Systems, Educational Games, Business, Teaching Methods
McManis, Perry, W.; McManis, Mark, H. – Online Submission, 2016
The purpose of this analysis was to investigate the validity of skill groupings in an instructional technology learning system designed for use by children in early childhood education classrooms. A Principal Component Analysis was performed to measure the fit of 18 skill games to their 5 assigned groupings in the system, covering a range of…
Descriptors: Validity, Vertical Organization, Computer Assisted Instruction, Preschool Children
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