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Isaias, Pedro, Ed.; Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed. – Cognition and Exploratory Learning in the Digital Age, 2020
This volume provides a comprehensive and contemporary depiction of the swift evolution of learning technologies and the innovations that derive from their deployment in school education. It comprises cases studies, research focused on emergent technologies and experiments with existing tools in a wide range of scenarios. The studies included in…
Descriptors: Educational Technology, Educational Innovation, Computer Uses in Education, STEM Education
Scott Reynolds; Lee J. Rutledge; Jeff Edmison – Region 12 Comprehensive Center, 2020
The Region 12 Comprehensive Center conducted a national scan of formative assessment supports provided by state education agencies. The report presents common themes in formative assessment support, a series of supports by content and grade area as well as by modality of professional learning, and illustrative examples. It also examines…
Descriptors: Formative Evaluation, Student Evaluation, State Standards, Teacher Competencies
Decker, Adrienne; Phelps, Andrew; Egert, Christopher A. – Educational Technology, 2017
This article explores the critical need to articulate computing as a creative discipline and the potential for gender and ethnic diversity that such efforts enable. By embracing a culture shift within the discipline and using games as a medium of discourse, we can engage students and faculty in a broader definition of computing. The transformative…
Descriptors: Computer Science Education, Creativity, Educational Games, Learner Engagement
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Beserra, Vagner; Nussbaum, Miguel; Grass, Antonio – Interactive Learning Environments, 2017
When using educational video games, particularly drill-and-practice video games, there are several ways of providing an answer to a quiz. The majority of paper-based options can be classified as being either multiple-choice or constructed-response. Therefore, in the process of creating an educational drill-and-practice video game, one fundamental…
Descriptors: Multiple Choice Tests, Drills (Practice), Educational Games, Video Games
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Craig-Hare, Jana; Ault, Marilyn; Rowland, Amber – Journal of Education in Science, Environment and Health, 2017
The purpose of this study was to investigate the types of argumentation discourse displayed by students when they engaged in chat as part of an online multiplayer game about both socioscientific and scientific topics. Specifically, this study analyzed discourse episodes created by middle school students as they discussed scientific and…
Descriptors: Middle School Students, Scientific Concepts, Scientific Literacy, Persuasive Discourse
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Buckley, Patrick; Doyle, Elaine; Doyle, Shane – Educational Technology & Society, 2017
Gamification is presented in the literature as a pedagogical innovation that may increase student engagement and enhance learning. This study explores students' perceptions of a gamified learning intervention deployed in a large undergraduate module and a small postgraduate module. Given the dearth of previous empirical work, an exploratory…
Descriptors: Teaching Methods, Educational Games, Student Attitudes, Intervention
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Stewart, Mary K.; Hagood, Danielle; Ching, Cynthia Carter – International Journal of Game-Based Learning, 2017
This article examines two communities of youth who play an online game that integrates physical activity into virtual game play. Participating youth from two research sites--an urban middle school and a suburban junior high school--wore FitBits that tracked their physical activity and then integrated their real-world energy into game-world…
Descriptors: Educational Games, Simulated Environment, Video Games, Urban Schools
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Stansbury, Jessica A.; Earnest, David R. – Teaching of Psychology, 2017
Motivation and game research continue to demonstrate that the implementation of game design characteristics in the classroom can be engaging and intrinsically motivating. The present study assessed the extent to which an industrial organizational psychology course designed learning environment created with meaningful gamification elements can…
Descriptors: Industrial Psychology, Educational Games, Courses, Student Motivation
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Chappell, Kerry; Walsh, Chris; Wren, Heather; Kenny, Karen; Schmoelz, Alexander; Stouraitis, Elias – International Journal of Game-Based Learning, 2017
This article interrogates how a particular conception of creativity: "wise humanising creativity" (WHC) is manifest within a virtual learning environment (VLE) with children and young people. It reports on the outcomes of C[superscript 2]Learn, a three-year European Commission funded project which introduced innovative digital gaming…
Descriptors: Virtual Classrooms, Creativity, Computer Games, Educational Games
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Kim, Heesung; Ke, Fengfeng; Paek, Insu – Technology, Pedagogy and Education, 2017
This experimental study was intended to examine whether game-based learning (GBL) that encompasses four particular game characteristics (challenges, a storyline, immediate rewards and the integration of game-play with learning content) in an OpenSimulator-supported virtual reality learning environment can improve perceived motivational quality of…
Descriptors: Educational Games, Virtual Classrooms, Elementary School Students, Grade 4
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Slentz, Jessica E.; Kondrlik, Kristin E.; Lyons-McFarland, Michelle – Composition Studies, 2017
English 150: Expository Writing is an undergraduate course in expository and research writing offered by special partnership to both the students of Case Western Reserve University (CWRU) and the students of the Cleveland Institute of Music (CIM). The course provides student writers experience in the critical reading and writing practices required…
Descriptors: Writing (Composition), Writing Instruction, Expository Writing, Undergraduate Study
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Frolova, Natalia – Educational Research and Reviews, 2017
Integration of information communication technologies, enhancing students' motivation and adding to personalized learning, into higher education is challenging but beneficial. It is particularly acute in the field of foreign language learning which requires language competence formation along with knowledge of grammar patterns, vocabulary…
Descriptors: Second Language Learning, Higher Education, Electronic Learning, Online Courses
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Altay, Figen; Bozkurt, Kevser – Journal of Education and Training Studies, 2017
The purpose of this study was to investigate the difference between evaluations of the educational game materials and poster practices by students' own peers and by expert educators using the rubrics created by expert educators and students together. Study included 10 students and 3 educators attended educational game materials course. Students…
Descriptors: Educational Games, Equipment, Visual Aids, Peer Evaluation
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Leong, Siow Hoo; Tang, Howe Eng – Online Submission, 2017
The most important ingredient of the pedagogy for teaching non-majors is getting their engagement. This paper proposes to use gamification to engage non-majors. An innovative game termed as Cover the Hungarian's Zeros is designed to tackle the common weakness of non-majors mathematics in solving the assignment problem using the Hungarian Method.…
Descriptors: Educational Technology, Nonmajors, Mathematics Instruction, Learner Engagement
Grabowski, Jeremiah Stanley – ProQuest LLC, 2017
This exploratory case study delves into the instructional design of a gamified online course. The study focuses on how the professor incorporated game elements into a graduate-level online course. Participants in the gamified course were pre- and in-service mathematics teachers. The qualitative case study used two sources of data, an interview…
Descriptors: Instructional Design, Educational Games, Online Courses, Case Studies
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