NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 2,836 to 2,850 of 9,527 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ryder, Robert; Machajewski, Szymon – International Journal of Educational Technology, 2017
This qualitative case study reports the adoption of gamification in a college level foreign language courses. An exploratory approach allows the authors to describe how gamification was applied and what results were documented. A custom mobile app was adopted to increase engagement and interest of students in the specific field of study. External…
Descriptors: Qualitative Research, Case Studies, Educational Games, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Dunbar, Norah E.; Jensen, Matthew L.; Miller, Claude H.; Bessarabova, Elena; Lee, Yu-Hao; Wilson, Scott N.; Elizondo, Javier; Adame, Bradley J.; Valacich, Joseph; Straub, Sara; Burgoon, Judee K.; Lane, Brianna; Piercy, Cameron W.; Wilson, David; King, Shawn; Vincent, Cindy; Schuetzler, Ryan M. – International Journal of Game-Based Learning, 2017
One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about…
Descriptors: Feedback (Response), Video Games, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Edmonds, Roger; Smith, Simon – Australasian Journal of Educational Technology, 2017
This paper presents research into the benefits and implementation strategies of integrating location-based mobile learning games in higher education courses to enhance educational experiences. Two approaches were studied: learning by playing, and learning by designing. In the first, games were developed for undergraduate courses in four discipline…
Descriptors: Telecommunications, Educational Technology, Technology Uses in Education, Higher Education
Peer reviewed Peer reviewed
Direct linkDirect link
Marvel, Michele D. – Journal of Educational Technology Systems, 2017
Understanding the factors that affect participation in online games will help educational game designers develop games that maximize participation. This study investigated whether introversion or extroversion, player motivation, and gender affected participation in online games. Participants (n = 400) completed a 50-item questionnaire about…
Descriptors: Educational Games, Video Games, Computer Games, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Whittaker, Chanel F.; Tom, Sarah E.; Bivens, Angel; Klein-Schwartz, Wendy – American Journal of Health Education, 2017
Background: Older adults with low health literacy are at increased risk of nonadherence, accidental drug exposure, and adverse events. Purpose: This study evaluated older adults' knowledge and awareness of medication safety and poison prevention resources using an interactive educational game compared to a less intensive intervention involving…
Descriptors: Older Adults, Health Education, Intervention, Adult Education
Peer reviewed Peer reviewed
Direct linkDirect link
Hatherly, Amanda – Community College Journal of Research and Practice, 2017
Teaching building science to community college students can be challenging given both the macro (houses change subject to varying seasons) and the micro (heat transfer, moisture movement) level of the topics taught. Simulations and games can provide a way of learning material that can otherwise be difficult for students to understand. In this…
Descriptors: Community Colleges, Two Year College Students, Building Design, Buildings
Peer reviewed Peer reviewed
Direct linkDirect link
Yang, Kai-Hsiang – Interactive Learning Environments, 2017
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
Descriptors: Educational Games, Electronic Learning, Mastery Learning, Learning Theories
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Machajewski, Szymon – Online Submission, 2017
Using technology in teaching and learning finds a wide adoption in recent years. 63.3% of chief academic leaders surveyed by the Babson Survey Research Group confirm that online education is critical to their long-term strategy. Modern engagement pedagogies, such as digital gamification, hold a promise of shaping student experience. While course…
Descriptors: Higher Education, Educational Technology, Technology Uses in Education, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Tucker, Stephen I.; Johnson, Teri Nicole – AERA Online Paper Repository, 2017
Interactions with technology have become a focus of education research, revealing specific constructs relevant to these interactions. Attributes of users and tools contribute to physically embodied interactions with technology and both users and tools modify attributes throughout these interactions. This study examines patterns of user-tool…
Descriptors: Mathematics Instruction, Handheld Devices, Telecommunications, Computer Oriented Programs
Peer reviewed Peer reviewed
Direct linkDirect link
Berkeley, Sheri; Menditto, Anna; Luh, Amanda; Yin, Robert K. – AERA Online Paper Repository, 2017
Project-based learning activities commonly occur as part of science classroom instruction. However, while there is a large body of research about self-regulation of discreet tasks, there is limited research about how students sustain self-regulated learning during complex, long-term learning tasks. A multiple case study design with quantitative…
Descriptors: Self Management, Middle School Students, Students with Disabilities, Learning Disabilities
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Alexandra Hennessey – Education Endowment Foundation, 2017
The Good Behaviour Game (GBG) is one of the most popular behaviour management systems for primary-aged children. It has an extensive evidence base supporting its use. The GBG itself can be described as an "interdependent group-oriented contingency management procedure." A major efficacy trial of the GBG in England was conducted that…
Descriptors: Student Behavior, Classroom Techniques, Educational Games, Elementary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
de Freitas, Sara – International Journal of Game-Based Learning, 2013
This position paper introduces the idea of a "new learning" which brings together elements of play and game-based learning approaches into education. The paper argues for a better understanding of the division between structured and unstructured play time in how one designs and delivers learning at all levels from primary to tertiary.…
Descriptors: Play, Educational Games, Educational Practices, Educational Strategies
Peer reviewed Peer reviewed
Direct linkDirect link
Huang, Wenyeh; Ho, Jonathan C. – Interactive Learning Environments, 2018
Considering a company's limited time and resources, an effective training method that improves employees' ability to make ethical decision is needed. Based on social cognitive theory, this study proposes that employing games in an ethics training program can help improve moral reasoning through actively engaging learners. The experimental design…
Descriptors: College Students, Moral Values, Thinking Skills, Learning Strategies
Peer reviewed Peer reviewed
Direct linkDirect link
Ibrahim, Karim – International Journal of Game-Based Learning, 2018
This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Tsai, Fu-Hsing – Journal of Educational Computing Research, 2018
This study developed a computer-simulated science inquiry environment, called the Science Detective Squad, to engage students in investigating an electricity problem that may happen in daily life. The environment combined the simulation of scientific instruments and a virtual environment, including gamified elements, such as points and a story for…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Inquiry
Pages: 1  |  ...  |  186  |  187  |  188  |  189  |  190  |  191  |  192  |  193  |  194  |  ...  |  636