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Snow, Erica L.; Likens, Aaron D.; Allen, Laura K.; McNamara, Danielle S. – International Journal of Artificial Intelligence in Education, 2016
Game-based environments frequently afford students the opportunity to exert agency over their learning paths by making various choices within the environment. The combination of log data from these systems and dynamic methodologies may serve as a stealth means to assess how students behave (i.e., deterministic or random) within these learning…
Descriptors: Student Behavior, Pretests Posttests, High School Students, Teaching Methods
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Bosschaart, Adwin; van der Schee, Joop; Kuiper, Wilmad – Journal of Environmental Education, 2016
This study focused on designing a flood-risk education program to enhance 15-year-old students' flood-risk perception. In the flood-risk education program, learning processes were modeled in such a way that the arousal of moderate levels of fear should prompt experiential and analytical information processing. In this way, understanding of flood…
Descriptors: Natural Disasters, Emergency Programs, Foreign Countries, Adolescents
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Buckley, Patrick; Doyle, Elaine – Interactive Learning Environments, 2016
The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a…
Descriptors: Educational Games, Intervention, Learner Engagement, Pretests Posttests
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Nelson, Nancy J.; Fien, Hank; Doabler, Christian T.; Clarke, Ben – TEACHING Exceptional Children, 2016
One can barely keep up with the pace at which new educational games and apps are being introduced and digested in the market. With so many choices available, how do schools and teachers decide what to use? How do they have confidence their choices will result in desired outcomes? Education technology offers a number of potential benefits that can…
Descriptors: Educational Technology, Educational Games, Computer Oriented Programs, Technology Uses in Education
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Chapman-Novakofski, Karen; Muzaffar, Henna; Castelli, Darla; Scherer, Jane – International Journal of Web-Based Learning and Teaching Technologies, 2016
Health information on the Internet is popular for both adults and adolescents. Providing this information in an enjoyable manner during school may provide an alternative to teacher-led education. However, there are advantages and disadvantages of "edutainment". The objective of this study was to explore these advantages and disadvantages…
Descriptors: Web Sites, Educational Games, Middle School Students, Student Attitudes
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Lukosch, Heide; Groen, Daan; Kurapati, Shalini; Klemke, Roland; Verbraeck, Alexander – International Journal of Game-Based Learning, 2016
This study introduces the concept of microgames to support situated learning in order to foster situational awareness (SA) of planners in seaport container terminals. In today's complex working environments, it is often difficult to develop the required level of understanding of a given situation, described as situational awareness. A container…
Descriptors: Performance, Foreign Countries, Case Studies, Games
Nelson, Nancy J.; Fien, Hank; Doabler, Christian T.; Clarke, Ben – Grantee Submission, 2016
Hope Elementary School recently purchased tablets for all of its students to facilitate the use of technology in the classroom. The principal at Hope Elementary understands that technology can be an efficient and effective way for teachers to access materials and differentiate instruction to support the achievement of all learners. However, some…
Descriptors: Educational Technology, Educational Games, Computer Oriented Programs, Technology Uses in Education
Russell, Christine Marie – ProQuest LLC, 2016
Many stakeholders in education believe that video games can be used to enhance teaching and learning. However, parents' attitudes toward changes in education can be a factor in whether the modifications are successful. Unfortunately, there is not much information regarding parents' attitudes towards the use of video games in education. The purpose…
Descriptors: Middle Schools, Middle School Students, Middle School Teachers, Parents
Sanders, Veronica – ProQuest LLC, 2016
This study implemented and evaluated gaming instruction as a professional development for science teachers at a Georgia high school. It was guided by four research questions that (a) assessed the impact of training in gaming instruction and evaluation of that training on science teachers' ability to use games; (b) examined evidence showing that…
Descriptors: Secondary School Science, Action Research, Research Projects, Secondary School Teachers
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Chee, Yam San – Australian Journal of Education, 2014
Intentional learning has customarily been construed from a perspective that foregrounds cognitive engagement and mental life in meaning making. In this paper, I interrogate the said perspective. I argue that a theoretical positioning based on the dominant paradigm of human information processing psychology leads to incoherence because this…
Descriptors: Intentional Learning, Educational Games, Computer Games, Game Based Learning
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Hendrix, Maurice; Backlund, Per; Vampula, Boris – International Journal of Game-Based Learning, 2014
The potential of Computer Games for non-entertainment purposes, such as education, is well established. A wide variety of games have been developed for the educational market, covering subjects such as mathematics and languages. However, while a growing industry developing educational games exist, the practical uptake in schools is not as high as…
Descriptors: Computer Games, Educational Games, Foreign Countries, Evaluation Methods
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Day, Lorraine – Australian Primary Mathematics Classroom, 2014
The Reasoning Proficiency in number and algebra is about children making sense of the mathematics by explaining their thinking, giving reasons for their decisions and describing mathematical situations and concepts. Lorraine Day notes, children need to be able to speak, read and write the language of mathematics while investigating pattern and…
Descriptors: Algebra, Mathematics Instruction, Mathematical Logic, Logical Thinking
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Norton, Anderson; Deater-Deckard, Kirby – International Journal of Science and Mathematics Education, 2014
Because of their focus on psychological structures and operations, neo-Piagetian approaches to learning lend themselves to neurological hypotheses. Recent advances in neural imaging and educational technology now make it possible to test some of these claims. Here, we take a neo-Piagetian approach to mathematical learning in order to frame two…
Descriptors: Cognitive Development, Child Development, Learning Theories, Neurosciences
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Schifter, Catherine C.; Natarajan, Uma; Ketelhut, Diane Jass; Kirchgessner, Amanda – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2014
Data-driven decision making is essential in K-12 education today, but teachers often do not know how to make use of extensive data sets. Research shows that teachers are not taught how to use extensive data (i.e., multiple data sets) to reflect on student progress or to differentiate instruction. This paper presents a process used in an National…
Descriptors: Science Teachers, Intermediate Grades, Educational Games, Science Instruction
Shaughnessy, Michael F. – Educational Technology, 2014
In this article, Michael F. Shaughnessy, Contributing Editor of this journal, interviews David Dockterman, Chief Architect, Learning Sciences, at Scholastic Education, where he provides guidance on turning research into practical programs. Dockterman was one of the founders of Tom Snyder Productions, a leading educational software developer and…
Descriptors: Interviews, Computer System Design, Computer Software, Computer Simulation
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