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Hurts, Karel – Computers & Education, 2008
The design and empirical validation of a computer-based learning environment for acquiring long division skills, called the long division machine (LDM), are described. The construction of the LDM is primarily based on the didactic method of progressive schematisation. It offers the student a game-like environment for solving division problems by…
Descriptors: Problem Solving, Teaching Methods, Arithmetic, Computer Uses in Education
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Turner, Ian J. – Bioscience Education e-Journal, 2008
Lectures tend to be a largely passive experience with respect to student learning and it has been shown that engaging students in their own learning can increase their understanding. Quizzes have been shown to be a mechanism that improves the student learning experience, and other key factors such as a competitive environment, enjoyment, and a…
Descriptors: Tests, Science Instruction, Educational Games, Learner Engagement
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Kinzie, Mable B.; Joseph, Dolly R. D. – Educational Technology Research and Development, 2008
Educators and learning theorists suggest that play is one of the most important venues for learning, and games a useful educational tool. This study considers game activity preferences of middle school-aged children, so that educational games might be made more appealing to them. Based on children's activity modes identified in our prior research,…
Descriptors: Gender Differences, Educational Games, Play, Middle School Students
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Shute, Valerie J.; Masduki, Iskandaria; Donmez, Oktay – Technology, Instruction, Cognition and Learning, 2010
The first challenge of accomplishing the goals of any successful instructional system depends on accurately assessing learners and leveraging the information to improve learning (e.g., Conati, 2002; Park & Lee, 2003; Shute, Lajoie, & Gluck, 2000; Snow, 1994). This paper describes an approach for modeling key competencies and developing…
Descriptors: Student Evaluation, Evaluation Methods, Feedback (Response), Thinking Skills
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Mon, Lorri – International Journal of Virtual and Personal Learning Environments, 2010
Education within Second Life frequently recapitulates the "sage on the stage" as students sit their avatars down in chairs in the virtual world and listen to or read an instructor's lecture while watching a slideshow. This conceptual article explores alternative active learning techniques supporting independent and collaborative learning…
Descriptors: Virtual Classrooms, Computer Mediated Communication, Computer Simulation, Teaching Methods
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Tichenor, Mercedes; Plavchan, Joan – Journal of Instructional Psychology, 2010
Faculty members from a university teacher education department partnered with a local school district to develop a summer camp program for children at-risk. This four week summer camp for elementary students provides reading and math intervention to rising first graders. This article discusses the math aspects of the camp, including camp lessons,…
Descriptors: Recreational Activities, Grade 1, Summer Programs, College Faculty
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Savelava, Sofia; Savelau, Dmitry; Cary, Marina Bakhnova – Journal of Education for Sustainable Development, 2010
The Earth Charter represents the philosophy and ethics necessary to create a new period of human civilization. Understanding and adoption of this new vision is the most important mission of education for sustainable development (ESD). This article argues that for successful implementation of ESD principles at school, the school education system…
Descriptors: Nonformal Education, Global Education, Foreign Countries, Sustainable Development
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Juckett, Emily; Feinberg, Joseph R. – Social Education, 2010
The ReDistricting Game is an online simulation game that engages learners in the redistricting process and spotlights the problem of gerrymandering districts in the United States. Hands-on simulation games such as this one can motivate students to think at higher levels and master key concepts. The concept of redistricting does not automatically…
Descriptors: Educational Games, Experiential Learning, Simulation, Web Based Instruction
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Lennon, Jeffrey L. – Simulation & Gaming, 2010
This study sought to evaluate the utility of a Web-based game on the topic of immunity, based upon the work of Nobel Prize winner Ileya Mechnikov. This was accomplished through postgame written debriefing with an oral debriefing follow-up. A qualitative case study was conducted in a nonformal home setting. The participant learned new information,…
Descriptors: Educational Games, Learning Strategies, Learning Experience, Internet
Swearingen, Dixie K. – ProQuest LLC, 2011
This experimental study examined the effect of an educational massive multiplayer online game (MMOG) on achievement on a standards-based mathematics exam. It also examined the interaction of student characteristics (gender and socioeconomic status) with digital game play on mathematics achievement. Two hundred eighty ninth grade students from a…
Descriptors: Mathematics Achievement, Grade 9, High School Students, Computer Games
Elbanowska-Ciemuchowska, Stefania; Giembicka, Magdalena Anna – Online Submission, 2011
Teaching nuclear physics in secondary schools offers us a unique possibility to increase our students' awareness of the influence that modern science and its achievements have on the everyday life of contemporary people. Students gain an opportunity to learn in what ways the outcome of laboratory research is put to use in such fields as medicine,…
Descriptors: Foreign Countries, Secondary School Students, Nuclear Physics, Science Instruction
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Tang, Stephen; Hanneghan, Martin – Journal of Interactive Learning Research, 2011
Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…
Descriptors: Computer Software, Educational Technology, Teaching Methods, Computer Uses in Education
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Burton, Erin Peters; Frazier, Wendy; Annetta, Leonard; Lamb, Richard; Cheng, Rebecca; Chmiel, Margaret – Journal of Technology and Teacher Education, 2011
Cell phones are ever-present in daily life, yet vastly underused in the formal science classroom. The purpose of this study was to implement a novel learning tool on cell phones, Augmented Reality Games, and determine how the interaction influenced preservice teachers' content knowledge and self-efficacy of cell phone use in schools. Results show…
Descriptors: Preservice Teachers, Self Efficacy, Science Teachers, Pedagogical Content Knowledge
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Brown, David J.; McHugh, David; Standen, Penny; Evett, Lindsay; Shopland, Nick; Battersby, Steven – Computers & Education, 2011
The research reported here is part of a larger project which seeks to combine serious games (or games-based learning) with location-based services to help people with intellectual disabilities and additional sensory impairments to develop work based skills. Specifically this paper reports on where these approaches are combined to scaffold the…
Descriptors: Feedback (Response), Mental Retardation, Mobility, Psychoeducational Methods
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Dalton, Bridget; Grisham, Dana L. – Reading Teacher, 2011
Vocabulary knowledge is key to comprehension and expression. For students in the intermediate grades, the need for breadth and depth of vocabulary accelerates as they encounter more challenging academic texts in print and on the Internet. Drawing on research-based principles of vocabulary instruction and multimedia learning, this article presents…
Descriptors: Reading Comprehension, Vocabulary, Learning Strategies, Intermediate Grades
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