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Van der Westhuizen, Leonie M.; Hannaway, Donna M. – South African Journal of Childhood Education, 2021
Background: The digital world and the concomitant changes in early childhood education have created uncertainty for teachers not knowing how to adjust their pedagogical practices of using digital play to enhance language development. Aim: This study aimed to analyse what teachers understand by digital play and how they use it for language teaching…
Descriptors: Teaching Methods, Computer Games, Elementary School Students, Urban Areas
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Ali Soyoof; Barry Lee Reynolds; Rustam Shadiev; Boris Vazquez-Calvo – Computer Assisted Language Learning, 2024
While the study of serious games has received due attention, few studies have investigated their potentials of simultaneously offering a route to both content and language acquisition. Understanding the interdisciplinary educational affordance of serious game play is significant, as it might provide game designers and teachers with insight into…
Descriptors: Computer Assisted Instruction, Computer Games, Second Language Learning, Second Language Instruction
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Ari Muhammad Syifa; Lilla Musyahda; David Segoh – Journal of Education and Learning (EduLearn), 2024
This systematic literature review (SLR) aimed to investigate the potential of digital online game-based learning (DOGBL) to enhance motivation in English as a foreign language (EFL). Online gaming has grown in popularity among students, opening up the possibility of using games as powerful instructional resources. Academic achievement depends on…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Games
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Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Journal of Research on Educational Effectiveness, 2024
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions: From…
Descriptors: Cost Effectiveness, Mathematics Achievement, Efficiency, COVID-19
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Dokumaci Sutcu, Nese; Oral, Behçet – International Online Journal of Primary Education, 2020
In this research, it was intended to determine the effects of geometrical-mechanical intelligence game activities on the spatial abilities of secondary school seventh grade students. The research was designed according to quasi-experimental design with pre-test and post-test control groups and conducted with two experimental and two control…
Descriptors: Mathematics Skills, Geometric Concepts, Spatial Ability, Grade 7
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Hayak, Merav; Avidov-Ungar, Orit – TechTrends: Linking Research and Practice to Improve Learning, 2020
The present study examined teachers' perceptions regarding the integration of digital game-based learning (DGBL) into their instruction at different stages of their career, in terms of: (a) inhibiting and encouraging factors (b) motivating factors. The research involved 28 elementary school teachers who were integrating DGBL into their…
Descriptors: Game Based Learning, Teacher Attitudes, Elementary School Teachers, Beginning Teachers
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Çirak, Nese Sevim; Erol, Osman – Participatory Educational Research, 2020
Digital games have taken on an important role in many people's lives and are popular among various age groups and different genders. Hence, it is important to estimate why people are so attracted to digital games. The aim of this study is to investigate the motivational factors that incite people to play digital games. To achieve this, survey…
Descriptors: Motivation, Computer Games, Self Determination, Gender Differences
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Donmez, Ismail; Tekce, Murat; Kirmit, Serihan – Journal of Education in Science, Environment and Health, 2020
The purpose of this research is to examine the contents of the representations that students used while producing digital games in the scope of STEM education. The descriptive survey model among the other quantitative research methods has been used. Within the scope of this purpose, 300 games from the competition arranged throughout Turkey with…
Descriptors: Computer Games, Video Games, STEM Education, Design
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Colvert, Angela – Cambridge Journal of Education, 2020
Investigations into the digital literacy practices supported by new forms of play can pose significant challenges insofar as researchers and educators lack theoretical frameworks nuanced or flexible enough to map the terrain being explored. In this paper the author presents a new hybrid model of ludic authorship which reconceptualises the…
Descriptors: Technological Literacy, Authors, Correlation, Literacy
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Fishovitz, Jennifer; Crawford, Garland L.; Kloepper, Kathryn D. – Journal of Chemical Education, 2020
Games are a way to engage students with course material in a low-stakes environment. In the popular game app "Heads Up!", participants give clues to a guesser who is holding a word on their forehead. Here, we present a modified version of this game where students are required to give clues in a specific order that emphasizes higher-order…
Descriptors: Metacognition, Computer Software, Computer Games, Cues
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Tucker, Stephen I.; Johnson, Teri Nicole – AERA Online Paper Repository, 2020
Number sense is the foundation of arithmetic and algebra, yet relatively little research has deeply investigated what children do as they develop number sense. This case study provides insights into that development as it occurred during interactions with a multi-touch mathematics digital game, including conceptually congruent gestures. Findings…
Descriptors: Numbers, Computer Games, Cognitive Development, Preschool Children
Huiqing Hu – ProQuest LLC, 2020
College students often view statistics as challenging and unpleasant to learn (Ben-Zvi et al., 2017). Digital games designed for educational purposes have been found to be effective for promoting statistics learning and motivation to learn statistics (e.g. Boyle et al., 2014). However, research is currently lacking on the best practices for…
Descriptors: Computer Games, Statistics, Self Efficacy, Context Effect
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Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T. – Education and Information Technologies, 2018
A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Design
Ringland, Kathryn Elizabeth – ProQuest LLC, 2018
The playground is a space where play is encouraged and happens most freely. Online communities can be imagined as playgrounds. In addition to face-to-face playgrounds, these "online playgrounds" mediate the embodied experience, but in a different way. In the field of Human-Computer Interaction (HCI), to better understand play, I shift…
Descriptors: Autism, Pervasive Developmental Disorders, Play, Video Games
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Hsu, Tzu-Yuan; Chiou, Guey-Fa – Journal of Educational Multimedia and Hypermedia, 2019
The purpose of this study was to investigate pre-service teachers' perceptions of digital game-supported learning (DGSL). A survey questionnaire was developed to investigate those perceptions. The questionnaire consisted of four dimensions: teachers' prior digital game-playing experience, attitudes toward digital gaming, digital gaming…
Descriptors: Preservice Teachers, Computer Games, Student Attitudes, Game Based Learning
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