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Redding, Sam – Center on Innovations in Learning, Temple University, 2014
Personal competencies--cognitive, metacognitive, motivational, and social/emotional--are applied by students in learning (mastery of knowledge and skills). These competencies are both acquired through learning and applied in the learning process. Personalized learning--a promising approach to education made practical by advances in…
Descriptors: Competence, Mastery Learning, Individualized Instruction, Learner Controlled Instruction
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Meyer, Michael – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
This paper focuses on an inferential view on introducing new concepts in mathematics classrooms. A theoretical framework is presented which helps to analyse and reflect on the processes of teaching and learning mathematical concepts. The framework is based on the philosophies by Ludwig Wittgenstein and Robert Brandom. Wittgenstein's language-game…
Descriptors: Inferences, Mathematical Concepts, Concept Formation, Teaching Methods
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Elson, Raymond J.; Ostapski, S. Andrew; O'Callaghan, Susanne; Walker, John P. – Journal of Instructional Pedagogies, 2012
Nontraditional teaching aids such as crossword puzzles have been successfully used in the classroom to enhance student learning. Government and nonprofit accounting is a confusing course for students since it has strange terminologies and contradicts the accounting concepts learned in other courses. As such, it is an ideal course for a…
Descriptors: Accounting, Puzzles, Educational Games, Pilot Projects
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Arnab, Sylvester; Berta, Riccardo; Earp, Jeffrey; de Freitas, Sara; Popescu, Maria; Romero, Margarida; Stanescu, Ioana; Usart, Mireia – Electronic Journal of e-Learning, 2012
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid technological innovation and associated changes in the way we work and live. As well as accommodation of technology in its ever-diversifying forms, there is a fundamental need to enhance learning processes through evolution in pedagogical approaches, so…
Descriptors: Foreign Countries, Educational Games, Computer Games, Learning Processes
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Milewicz, Chad – Marketing Education Review, 2012
The Commission Game is an experiment-based experiential learning activity designed to elicit students' sincere ethical decision making in an ambiguous sales context. The activity includes multiple relevant stakeholders as well as tangible, shared risk/reward elements. The activity's design encourages students to contemplate their own personal code…
Descriptors: Business Administration Education, Experiential Learning, Learning Activities, Ethics
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Blattner, Margaret; Hug, Barbara; Watson, Patrick; Korol, Donna – Science Teacher, 2012
Adaptation, interactions between species and their environments, and change over time are fundamental principles in biology. They represent aspects of two of the big ideas in science: evolution and natural selection. To help students understand these ideas, the authors developed the "Guppy Game." In this article, they describe the game and how…
Descriptors: Genetics, Biology, Environmental Influences, Science Instruction
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Read, Alexis – Journal of Visual Impairment & Blindness, 2012
Teaching computer concepts to individuals with visual impairments (that is, those who are blind or visually impaired) presents some unique challenges. Students often have difficulty remembering to perform certain steps or have difficulty remembering specific keystrokes when using computers. Many cannot visualize the way in which complex computing…
Descriptors: Computers, Visual Impairments, Concept Formation, Teaching Methods
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Kommers, Piet, Ed.; Viana, Adriana Backx Noronha, Ed.; Issa, Tomayess, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2020
These proceedings contain the papers of the 7th International Conference on Educational Technologies 2020 (ICEduTech 2020), which has been organised by the International Association for Development of the Information Society and co-organised by the University of São Paulo ("Universidade de São Paulo"), Brazil, from 5 to 7 February 2020.…
Descriptors: Cognitive Style, Handheld Devices, Telecommunications, Graduate Students
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Linek, Stephanie B.; Marte, Birgit; Albert, Dietrich – International Journal of Game-Based Learning, 2011
Most game-designers likely stick to the assumption that background music is a design feature for fostering fun and game play. From a psychological point of view, these (intuitive) aspects act upon the intrinsic motivation and the flow experience of players. However, from a pure cognitive perspective on instructional design, background music could…
Descriptors: Educational Games, Video Games, Music, Influences
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Klotz, Dorothy – Decision Sciences Journal of Innovative Education, 2011
"The Bicycle Assembly Line Game" is a team-based, in-class activity that helps students develop a basic understanding of continuously operating processes. Each team of 7-10 students selects one of seven prefigured bicycle assembly lines to operate. The lines are run in real-time, and the team that operates the line that yields the…
Descriptors: Teamwork, Educational Games, Learning Processes, Income
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Petsche, Jennifer – Knowledge Quest, 2011
Using educational games to learn or reinforce lessons engages students and turns a potentially boring subject into something exciting and desirable to know! Games offer teachers and parents a new way to grab students' attention so that they will retain information. Games have become a teaching tool, an invaluable resource for reaching students in…
Descriptors: Educational Games, Teaching Methods, Instructional Design, Educational Practices
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Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat – Journal of Educational Technology Systems, 2011
Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…
Descriptors: Games, Teaching Methods, Educational Technology, Computer Uses in Education
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Evans, Ryan; Lindner, Brett; Shi, Yixun – International Journal of Mathematical Education in Science and Technology, 2011
This article presents a few methods for generating Sudoku puzzles. These methods are developed based on the concepts of matrix, permutation, and modular functions, and therefore can be used to form application examples or student projects when teaching various mathematics courses. Mathematical properties of these methods are studied, connections…
Descriptors: Student Projects, Student Interests, Puzzles, Mathematics Instruction
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Harteveld, Casper; Bekebrede, Geertje – Simulation & Gaming, 2011
From the observations of successful entertainment games, it is hypothesized that implementing a single-player option may require a different approach from that in a multiplayer option, in terms of game design. To find out whether this could be true and to understand what the specific approaches could entail for educational games, three separate…
Descriptors: Investigations, Educational Games, Observation, Game Theory
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Derby, Melanie; DeCesare, Carl – Technology and Engineering Teacher, 2011
An understanding of energy is critical to today's students, as energy-related spending in the United States tops 500 billion dollars per year (U.S. Department of Energy, 2010). Often, students do not consider where something as common as electricity comes from in order to charge an MP3 player or power a microwave. Students can realize real-world…
Descriptors: Energy, High School Students, Educational Games, Teaching Methods
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