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Beier, Margaret E.; Miller, Leslie M.; Wang, Shu – Cultural Studies of Science Education, 2012
Serious scientific games, especially those that include a virtual apprenticeship component, provide players with realistic experiences in science. This article discusses how science games can influence learning about science and the development of science-oriented possible selves through repeated practice in professional play and through social…
Descriptors: Self Concept, Social Influences, Self Concept Measures, Behavior Theories
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Meluso, Angela; Zheng, Meixun; Spires, Hiller A.; Lester, James – Computers & Education, 2012
Many argue that games can positively impact learning by providing an intrinsically motivating and engaging learning environment for students in ways that traditional school cannot. Recent research demonstrates that games have the potential to impact student learning in STEM content areas and that collaborative gameplay may be of particular…
Descriptors: Self Efficacy, Grade 5, Educational Games, STEM Education
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Lutz, Tim – Journal of Geoscience Education, 2011
An analysis of physical geology textbooks used in introductory courses shows that there is a systematic lack of clarity regarding flood risk. Some problems originate from confusion relating to statistical terms such as "100-year flood" and "100-year floodplain." However, the main problem is conceptual: statistics such as return…
Descriptors: Earth Science, Science Instruction, Natural Disasters, Introductory Courses
Anil, Beena – Journal on English Language Teaching, 2011
Vocabulary is predominant in improving one's communicative skill. Language is more powerful when it is being used perfectly. Teachers should consider the background of learners and aid them to learn and develop their vocabulary in many interesting ways especially through games. This paper deals with a productive and a logical study, done on a set…
Descriptors: Vocabulary Development, Teaching Methods, Educational Games, First Generation College Students
Squire, Kurt – Teachers College Press, 2011
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…
Descriptors: Video Games, Educational Games, Educational Technology, Simulated Environment
McCall, Jeremiah – Routledge, Taylor & Francis Group, 2011
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and…
Descriptors: Educational Strategies, Video Games, Educational Games, Computer Simulation
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Gershenfeld, Alan – Knowledge Quest, 2011
Over the past few years a growing body of research has highlighted the potential for educational video games to foster highly engaged, effective learning in the classroom. These research reports from organizations such as the Federation of American Scientists, the National Science Foundation, and the Joan Ganz Cooney Center at Sesame Workshop…
Descriptors: Video Games, School Libraries, Learner Engagement, Educational Games
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Liu, Chen-Chung; Cheng, Yuan-Bang; Huang, Chia-Wen – Computers & Education, 2011
Simulation games are now increasingly applied to many subject domains as they allow students to engage in discovery processes, and may facilitate a flow learning experience. However, the relationship between learning experiences and problem solving strategies in simulation games still remains unclear in the literature. This study, thus, analyzed…
Descriptors: Motivation, Problem Solving, Discovery Processes, Learning Experience
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Thavikulwat, Precha – Simulation & Gaming, 2011
The author discusses the theoretical lens, origins, and environment of his work on computerized business simulations. Key ideas that inform his work include the two dimensions (control and interaction) of computerized simulation, the two ways of representing a natural process (phenotypical and genotypical) in a simulation, which he defines as a…
Descriptors: Business Administration Education, Journal Articles, Business Education, Computer Simulation
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Takahashi, Satoru; Saito, Eisuke – Teaching in Higher Education, 2011
Even in recent times, students in Japanese universities have few opportunities to work in groups and interact with their peers. The purpose of this study was to examine interpersonal games and to investigate the significance of introducing a participatory style of teaching in the context of higher education in Japan. In particular, the study aimed…
Descriptors: Global Approach, Foreign Countries, Teaching Methods, Teaching Styles
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van der Spek, Erik D.; Wouters, Pieter; van Oostendorp, Herre – British Journal of Educational Technology, 2011
Serious games have a great potential for training and educating people in novel and engaging ways. However, little empirical research has been done on the effectiveness of serious games, and although early findings do point to a moderately positive direction, even less is known about why some games succeed in effectively educating while others do…
Descriptors: Design Requirements, Instructional Design, Crisis Management, Guidelines
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Nash, Padraig; Shaffer, David Williamson – Journal of Computer Assisted Learning, 2011
Players of epistemic games--computer games that simulate professional practica--have been shown to develop epistemic frames: a profession's particular way of seeing and solving problems. This study examined the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we…
Descriptors: Mentors, Network Analysis, Practicums, Problem Solving
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Badia, Ingrid C. – Learning Languages, 2011
The Foreign Language in the Elementary Schools (FLES) program in Fairfax County Public Schools (FCPS) provides an opportunity for all students in an elementary school to learn a world language at an early age with a focus on developing students' communicative competence. Technology plays a major role in helping students develop communicative…
Descriptors: FLES, Public Schools, Elementary School Students, Second Language Learning
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Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
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Vazirabad, Aylar Fallah – International Education Studies, 2013
This study focused on five particular Communication Strategies (CSs) namely: Paraphrase, approximation, hesitation, reduction, borrowed words and invented, or anglicised. The aim was to investigate the link between the use of approvable and positive CS-types and the impact of ESL students' beliefs about CSs in a game-activity. It aims to promote…
Descriptors: English (Second Language), Educational Games, Language Fluency, Second Language Instruction
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