NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 616 to 630 of 9,519 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Güliz Sahin – Journal of Educational Technology and Online Learning, 2023
The study aims to explore the perspectives of primary school teacher candidates who attend Turkish Language Teaching courses on their experiences of developing digital educational escape room games (DEERGs). Phenomenology design, one of the qualitative research methods, was utilized. The study group comprised 48 primary school teacher candidates…
Descriptors: Foreign Countries, Preservice Teacher Education, Preservice Teachers, Elementary Schools
Peer reviewed Peer reviewed
Direct linkDirect link
Nikolaos Pellas – Computers in the Schools, 2024
There is substantial evidence that incorporating interactive environments for game-based instruction has a significant potential to support the development of computational thinking and programming skills in primary education students. However, it is not clear whether a simulation game (SG) with different user interface elements, created via…
Descriptors: Foreign Countries, Extracurricular Activities, Computer Science Education, Elementary School Students
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Priyan L. Jayamaha – International Journal of Technology in Education and Science, 2024
This study investigates the challenges of teaching history to primary school students and the endeavour to develop a board game, supported by educational apps and augmented reality, to enhance the learning experience. The initiative is in response to the New Zealand Ministry of Education's mandate that New Zealand's history must be taught in all…
Descriptors: Elementary School Students, Foreign Countries, Games, Class Activities
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Livia Feranty; Sonia Anggreini; Tasya Meylani; I. Nyoman Pasek Darmawan – Journal of English Teaching, 2024
Flashcard is viewed as one of the interesting and effective teaching media to teach English in general and vocabulary in particular. To enrich students' vocabulary, flashcards can be used as a personal dictionary for students or as an instrument to play a game applied as a strategy that facilitates active and fun learning. This study aims to solve…
Descriptors: Instructional Materials, English (Second Language), Second Language Instruction, Vocabulary
Peer reviewed Peer reviewed
Direct linkDirect link
Jake McMullen; Antti Koskinen; Tomi Kärki; Antero Lindstedt; Saku Määttä; Hilma Halme; Erno Lehtinen; Minna M. Hannula-Sormunen; Kristian Kiili – Mathematical Thinking and Learning: An International Journal, 2024
Adaptive expertise is a highly sought after, but difficult to achieve, outcome of mathematics education. Many teaching methods appear to support the development of adaptive expertise only in a small proportion of students. Game-based learning environments may be useful for supporting adaptive expertise. Therefore, we carried out a…
Descriptors: Game Based Learning, Number Concepts, Knowledge Level, Intervention
Peer reviewed Peer reviewed
Direct linkDirect link
Po-Chi Tam – Pedagogy, Culture and Society, 2024
This paper reports a case study of teaching Cantonese to Hong Kong ethnic minority pre-schoolers using process drama. Based on Deleuzo-Guattarian concepts of minor literature and language, becoming and de-/re-territorialisation, this paper aims to reconceptualise a playful adaptation of process drama developed by Joe Winston (2012) as a…
Descriptors: Foreign Countries, Sino Tibetan Languages, Second Language Instruction, Minority Group Students
Peer reviewed Peer reviewed
Direct linkDirect link
Janina Heb; Panagiotis Karageorgos; Bettina Müller; Anna Riedmann; Philipp Schaper; Birgit Lugrin; Tobias Richter – Journal of Computer Assisted Learning, 2024
Background: Children with low reading skills are less frequently engaged in reading activities and therefore the likelihood of improving their reading skills decreases. Digital game-based interventions have emerged as a promising tool for promoting reading development in children, particularly those with reading difficulties. As syllable-based…
Descriptors: Reading Skills, Reading Difficulties, Educational Technology, Intervention
Peer reviewed Peer reviewed
Direct linkDirect link
Xiao-Rong Guo; Si-Yang Liu; Shao-Ying Gong; Yang Cao; Jing Wang; Yan Fang – Education and Information Technologies, 2024
To enhance the effectiveness of educational games, researchers have advocated adding learning supports in educational games, but this may come at the cost of disrupting the learning experience. Embedding virtual companions to provide learning supports may be an effective solution that naturally integrates learning supports into the game. However,…
Descriptors: Educational Games, Mathematics Education, Middle School Students, Psychological Patterns
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Asli Bahar Ivgin; Hakan Akcay – International Journal of Technology in Education, 2024
Game-based learning has attracted great interest in science education as an effective way to increase student achievement. Most studies in this field have focused on digital or non-digital games. In the literature, some studies generally compare educational games with traditional teaching methods. More studies need to be conducted to compare the…
Descriptors: Educational Games, Middle School Students, Science Achievement, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Dana C. Ernst; Jeffrey Slye – PRIMUS, 2024
The algebraic group Spin[subscript 3 × 3] arises from spinning collections of the numbers 1-9 on a 3×3 game board. The authors have been using this group, as well as a corresponding online application, to introduce undergraduate students to core concepts in group theory. We discuss the benefits of using this deceptively simple, toy-like puzzle in…
Descriptors: Algebra, Numbers, Computer Oriented Programs, Undergraduate Students
Peer reviewed Peer reviewed
Direct linkDirect link
Zachariah Beck; Brandon Alpert; Alexander Bowman; William R. Watson; Adrian B. Tepole – Biomedical Engineering Education, 2024
Video games have emerged as a medium for learning by creating engaging environments, encouraging creative and deep thinking, and exposing learners to complex problems. Unfortunately, even though there are increasing examples of video games for many basic science and engineering concepts, similar efforts for higher level engineering concepts such…
Descriptors: Video Games, Technology Uses in Education, Biomedicine, Engineering Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Audrey Ricke – Journal of the Scholarship of Teaching and Learning, 2024
Adaptive digital learning courseware is becoming part of the instructor tool kit to support student performance and ultimately reduce DFWI rates. However, past studies of the effectiveness of adaptive digital learning platforms in elevating student performance on summative assessment have shown promising yet at times mixed reviews (e.g. Yarnall et…
Descriptors: Resilience (Psychology), Self Esteem, Performance, Reading Comprehension
Peer reviewed Peer reviewed
Direct linkDirect link
Tadayon, Manie; Pottie, Gregory J. – IEEE Transactions on Education, 2020
Contributions: Prior studies on education have mostly followed the model of the cross-sectional study, namely, examining the pretest and the posttest scores. This article shows that students' knowledge throughout the intervention can be estimated by time-series analysis using a hidden Markov model (HMM). Background: Analyzing time series and the…
Descriptors: Prediction, Performance, Educational Games, Markov Processes
Peer reviewed Peer reviewed
Direct linkDirect link
Laine, Teemu H.; Lindberg, Renny S. N. – IEEE Transactions on Learning Technologies, 2020
Effective educational interventions require sufficient learner engagement, which can be difficult to achieve if the learner is inadequately motivated. Games have been shown to possess powerful motivators that fuel a person's desire to engage in unattractive activities, such as learning theoretical material. However, to design an educational game…
Descriptors: Instructional Design, Educational Games, Learner Engagement, Learning Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Thürer, Matthias; Cole, Rosanna; Hanna, Mark D.; Protzman, Charles W. – Decision Sciences Journal of Innovative Education, 2020
When introducing production control solutions, most textbooks focus on a to-stock, repetitive context. In response, we extend the classical match-and-dice game, which also assumes a repetitive context, to teach complexities that emerge in a nonrepetitive setting, such as the appearance of direct and indirect load, and to introduce appropriate…
Descriptors: Business Administration Education, Experiential Learning, Simulation, Educational Games
Pages: 1  |  ...  |  38  |  39  |  40  |  41  |  42  |  43  |  44  |  45  |  46  |  ...  |  635