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Gaydos, Matthew J. – ProQuest LLC, 2013
This paper presents a series of studies detailing the research and development of the educational science video game "Citizen Science." It documents the design process, beginning with the initial grant and ending with a case study of two teachers who used the game in their classrooms. Following a design-based research approach, this…
Descriptors: Educational Technology, Video Games, Case Studies, Grants
Rodkroh, Pornpimon; Suwannatthachote, Praweenya; Kaemkate, Wannee – International Association for Development of the Information Society, 2013
Problem-based educational games are able to provide a fun and motivating environment for teaching and learning of certain subjects. However, most educational game models do not address the learning elements of problem-based educational games. This study aims to synthesize and to propose the important elements to facilitate the learning process and…
Descriptors: Problem Based Learning, Educational Games, Student Centered Learning, Learning Processes
Haladjian, Juan; Richter, Daniel; Muntean, Paul; Ismailovic, Damir; Brügge, Bernd – International Association for Development of the Information Society, 2013
Dyslexia is a reading disability that can, in some cases, be cured. The most frequent treatment for dyslexia consists on repeatedly performing certain word exercises. Because most dyslexic patients are young children, most applications for word training are games. The development of such games is costly and it involves different parts (developers,…
Descriptors: Educational Games, Dyslexia, Handheld Devices, Young Children
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Chiu, Yi-hui; Kao, Chian-wen; Reynolds, Barry Lee – British Journal of Educational Technology, 2012
During the past 10 years, the number of digital game-based learning (DGBL) studies has significantly increased (Hwang & Wu, 2012). DGBL is generally found to be positive over traditional instruction (Liao, 2010) and it has had great impact on education (Prensky, 2001). The DGBL effectiveness, however, might vary according to subjects taught or…
Descriptors: Educational Games, Program Effectiveness, English (Second Language), Conventional Instruction
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Atwood-Blaine, Dana; Huffman, Douglas – International Journal of Science and Mathematics Education, 2017
This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students' interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a…
Descriptors: Educational Games, Handheld Devices, Science Teaching Centers, Science Education
Altammami, Osamah – ProQuest LLC, 2017
A recent study in Saudi Arabia uncovered certain prevalent health-risk behaviors amongst the adolescent population. One of the most prevalent behaviors identified by this study is health-risk dietary behavior. In general, adolescents in Saudi Arabia reported poor dietary behaviors. Furthermore, the problem of poor diet in the adolescent population…
Descriptors: Foreign Countries, Health Behavior, Eating Habits, Adolescents
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Kim, James S.; Asher, Catherine A.; Burkhauser, Mary; Mesite, Laura; Leyva, Diana – AERA Open, 2019
This study employs a sequential multiple assignment randomized trial (SMART) design to develop an adaptive intervention with personalized print and digital content for kindergarten to Grade 2 children (n = 273). In Stage 1, we ask whether it is better for children to receive an adaptive intervention based on (a) 10 conceptually coherent texts or…
Descriptors: Computer Oriented Programs, Educational Technology, Technology Uses in Education, Randomized Controlled Trials
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Plutino, Alessia, Ed.; Borthwick, Kate, Ed.; Corradini, Erika, Ed. – Research-publishing.net, 2019
This edited collection presents a selection of contributions made to the 12th eLearning symposium, held at the University of Southampton, in January 2019. It focuses on how innovative and creative language teaching approaches can respond to modern, ever-transforming educational landscapes. The contributors are educators from higher education…
Descriptors: Foreign Countries, Foreign Students, Virtual Classrooms, Electronic Learning
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Yoon, Jiyoon, Ed.; Semingson, Peggy, Ed. – IGI Global, 2019
As more classes move to online instruction, there is a need for research that shows the effectiveness of synchronous learning. Educators must guide students on how to use these new learning tools and become aware of the research trends and opportunities within these developing online and hybrid courses. "Educational Technology and Resources…
Descriptors: Online Courses, Educational Technology, Technology Uses in Education, Synchronous Communication
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Martins, José Alexandre; Roca, Assumpta Estrada; Nascimento, Maria Manuel – European Journal of Science and Mathematics Education, 2014
Statistical graphs, measures of central tendency and measures of spread are key concepts in the statistics curriculum, so we present here a dynamic method (software) that may be used in the classroom. In this work we begin with an introductory approach. This is done to emphasize the importance of stimulating the visualization of statistical…
Descriptors: Computer Software, Mathematics Instruction, Graphs, Mathematical Concepts
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Spikes, Michael A.; Haque, Yousuf S. – Journal of Educational Technology Systems, 2014
With the rise of information availability and the speed at which it can be disseminated, it is now the consumer's job to exercise more discernment and to become more skeptical about the information coming across their screens. This is a major point in the argument to adopt a relatively new academic discipline known as News Literacy. A subset of…
Descriptors: Case Studies, Social Media, Video Technology, News Media
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Tucker, Stephen I. – Australian Primary Mathematics Classroom, 2014
Stephen Tucker presents a fractions game that addresses a range of fraction concepts including equivalence and computation. The REFractions game also improves students' fluency with representing, comparing and adding fractions.
Descriptors: Arithmetic, Mathematics Instruction, Mathematical Concepts, Concept Formation
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Bay-Williams, Jennifer M.; Kling, Gina – Teaching Children Mathematics, 2014
The learning of "basic facts"--single-digit combinations for addition, subtraction, multiplication, and division--has long been a focus of elementary school mathematics. Many people remember completing endless worksheets, timed tests, and flash card drills as they attempted to "master" their basic facts as children. However,…
Descriptors: Teaching Methods, Arithmetic, Mathematics Instruction, State Standards
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Kessinger, Stephanie – Teaching Children Mathematics, 2014
Research shows that children's home environment and their parents' expectations, aspirations, and beliefs can greatly affect their attitudes toward mathematics and level of achievement (Fan 2001; Sheldon and Epstein 2005). Furthermore, parental involvement at school can result in higher levels of student academic achievement (Lee and…
Descriptors: Teaching Methods, Educational Games, Mathematics Instruction, Parent Participation
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Spielvogel, Laura; Spielvogel, Christian – Learning and Teaching: The International Journal of Higher Education in the Social Sciences, 2014
In this report, we introduce our digital e-textbook web platform with an integrated role-playing game, which has been created for "introduction to anthropology" courses. We believe that textbooks have the potential to do more to motivate students' pursuit of learning if their material (topically organised chapters supported by…
Descriptors: Electronic Learning, Textbooks, Role Playing, Simulation
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