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Martin, John; Dikkers, Seann; Squire, Kurt; Gagnon, David – TechTrends: Linking Research and Practice to Improve Learning, 2014
The proliferation of broadband mobile devices, which many students bring to school with them as mobile phones, makes the widespread adoption of AR pedagogies a possibility, but pedagogical, distribution, and training models are needed to make this innovation an integrated part of education, This paper employs Social Construction of Technology…
Descriptors: Telecommunications, Handheld Devices, Simulated Environment, Teaching Methods
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Henrickson, Kevin E. – Journal of Education for Business, 2014
Many undergraduate students report a lack of concern about facing labor market discrimination throughout their careers. However, there is ample evidence that discrimination based on race, gender, and age still persists within the labor market. The author outlines a classroom experiment demonstrating the existence of discrimination, even when the…
Descriptors: Undergraduate Students, Labor Market, Educational Games, Equal Opportunities (Jobs)
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Harden, Siegfried; Grilliot, Matthew E. – American Biology Teacher, 2014
Optimal foraging theory is a principle that is often presented in the community ecology section of biology textbooks, but also can be demonstrated in the laboratory. We introduce a lab activity that uses an interactive strategy to teach high school and/or college students about this ecological concept. The activity is ideal because it engages…
Descriptors: Ecology, Science Activities, Science Laboratories, Science Instruction
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Grilliot, Matthew E.; Harden, Siegfried – American Biology Teacher, 2014
In 1858, Darwin published "On the Origin of Species by Means of Natural Selection." His explanation of evolution by natural selection has become the unifying theme of biology. We have found that many students do not fully comprehend the process of evolution by natural selection. We discuss a few simple games that incorporate hands-on…
Descriptors: Biology, Evolution, Science Instruction, Educational Games
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Mathews Nkhoma; Jaime Calbeto; Narumon Sriratanaviriyakul; Thu Muang; Quyen Ha Tran; Thanh Kim Cao – Interactive Technology and Smart Education, 2014
Purpose: Simulation games have long been used as a teaching tool in the classroom environment mainly due to the high level of participation and engagement that students are able to generate from these, making the learning process more enjoyable and capable to replicate real-life scenarios. Feedback given during the simulation helps to motivate…
Descriptors: Feedback (Response), Undergraduate Students, Foreign Countries, Cognitive Processes
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Baker, Mark; Beltran, Jane; Buell, Jason; Conrey, Brian; Davis, Tom; Donaldson, Brianna; Detorre-Ozeki, Jeanne; Dibble, Leila; Freeman, Tom; Hammie, Robert; Montgomery, Julie; Pickford, Avery; Wong, Justine – College Mathematics Journal, 2013
Sets in the game "Set" are lines in a certain four-dimensional space. Here we introduce planes into the game, leading to interesting mathematical questions, some of which we solve, and to a wonderful variation on the game "Set," in which every tableau of nine cards must contain at least one configuration for a player to pick up.
Descriptors: Mathematics Instruction, College Mathematics, Mathematical Concepts, Educational Games
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Taalman, L.; Tongen, A.; Warren, B.; Wyrick-Flax, F.; Yoon, I. – College Mathematics Journal, 2013
This paper introduces a new matrix tool for the sowing game Tchoukaillon, which establishes a relationship between board vectors and move vectors that does not depend on actually playing the game. This allows for simpler proofs than currently appear in the literature for two key theorems, as well as a new method for constructing move vectors.We…
Descriptors: College Mathematics, Mathematics Instruction, Validity, Educational Games
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Damon Leiss; Paul Luebbers – Advocate, 2013
Associations have been made among having a low self-esteem and both being a bully and being bullied. With bullying and its victimization being a common problem in today's schools, increasing students' self-esteem could benefit schools with this dilemma. Learning martial arts has been shown to increase students' self-esteem. However, training in…
Descriptors: Self Esteem, Educational Games, Bullying, Victims
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Kosmas, Panagiotis; Ioannou, Andri; Zaphiris, Panayiotis – Educational Media International, 2019
The relationship among bodily movements, cognitive abilities, and academic achievement in children is receiving considerable attention in the research community. The embodied learning approach is based on the idea of an inseparable link between body and mind in learning, aiming for teaching methods that promote children's active engagement in the…
Descriptors: Motion, Cognitive Development, Correlation, Academic Achievement
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Koutromanos, George; Sofos, Alivisos; Avraamidou, Lucy – Educational Media International, 2015
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary…
Descriptors: Literature Reviews, Educational Games, Handheld Devices, Courseware
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Liao-Troth, Sara; Thomas, Stephanie P.; Webb, G. Scott – Marketing Education Review, 2015
The Value Chain Game is an activity that helps students to develop a holistic understanding of the processes and challenges in managing the value chain so that customer needs are met. Competing value chains work to produce and sell two products. Seasonal demand, quality defects, transportation delays, and audits offer complexities that represent…
Descriptors: Marketing, Business Administration Education, Teaching Methods, Audits (Verification)
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Ideland, Malin; Malmberg, Claes – Environmental Education Research, 2015
This article analyses how "eco-certified children" are constructed as desirable subjects in teaching materials addressing education for sustainable development. We are interested in how discourses structure this cherished practice and how this practice has become "natural" and obvious for us. A discourse analysis is carried out…
Descriptors: Sustainable Development, Environmental Education, Childrens Literature, Textbooks
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Overby, Alexandra; Jones, Brian L. – Art Education, 2015
What could video games bring to a K-12 visual arts curriculum? Overby and Jones were skeptical about incorporating gaming and virtual worlds into the classroom, but watching their own children engaging in the video game Minecraft changed their perception. As they started researching the game and how these kids were operating within the space, they…
Descriptors: Art Education, Curriculum Enrichment, Teaching Methods, Learning Strategies
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Jackson, Tanner; Boonthum-Denecke, Chutima; McNamara, Danielle – Journal of Interactive Learning Research, 2015
Intelligent Tutoring Systems (ITSs) are situated in a potential struggle between effective pedagogy and system enjoyment and engagement. iSTART (Interactive Strategy Training for Active Reading and Thinking), a reading strategy tutoring system in which students practice generating self-explanations and using reading strategies, employs two devices…
Descriptors: Intelligent Tutoring Systems, Educational Technology, Reading Strategies, Tutoring
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Lestari, Umi Puji; Putri, Ratu Ilma Indra; Hartono, Yusuf – Indonesian Mathematical Society Journal on Mathematics Education, 2015
This study aims to investigate how set model can help students' understanding of addition of integers in fourth grade. The study has been carried out to 23 students and a teacher of IVC SD Iba Palembang in January 2015. This study is a design research that also promotes PMRI as the underlying design context and activity. Results showed that the…
Descriptors: Foreign Countries, Elementary School Mathematics, Grade 4, Mathematical Concepts
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