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Mahaffey, Angela L. – Advances in Physiology Education, 2021
This article provides a qualitative examination of student responses to an enjoyable online experience illustrating structure-function relationships of chemical messengers (neurotransmitters) in the human nervous system via text messaging emojis (often employed during mobile phone messaging). The "N.A.M.E." (Neurotransmitters as…
Descriptors: Student Attitudes, Teaching Methods, Brain Hemisphere Functions, Biochemistry
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Shahrokni, Seyed Abdollah – TESL-EJ, 2021
This ethnographic case study aims to examine second language socialization (SLS) in a massively multiplayer online game (MMOG) called Stronghold Kingdoms (SK). To explore the affordances of this community for SLS, the social dynamics in a Faction community during 4 life-time periods, namely, war, post-war peace and life in exile, end of the world,…
Descriptors: Ethnography, Computer Games, Second Language Learning, Second Language Instruction
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Wang, Huabing – Research in Higher Education Journal, 2018
This article presents a teaching exercise using real-time trading platform in an online international finance course with both finance and non-finance majors. The authors discuss their approach to accommodate to the on-line environment with the emphasis on preparation and flexibility, and present a statistical comparison of performance between…
Descriptors: Heterogeneous Grouping, Computer Games, Teaching Methods, International Trade
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Cannon, Michelle; Potter, John; Burn, Andrew – Changing English: Studies in Culture and Education, 2018
This paper reflects on recent projects in a variety of media forms, in both formal and informal educational settings, discussing ways of expanding our notions of literacy practices which reflect their place in the wider lived experience of digital culture. We have collected these reflections under three headings. The first of these, Dynamic…
Descriptors: Literacy Education, Literacy, Play, Semiotics
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Atalay, Ahmet; Topuz, Arif Cem – Universal Journal of Educational Research, 2018
In this study, the aim is to examine the most popular eSport applications at a global scale. In this context, the App Store and Google Play Store application platforms which have the highest number of users at a global scale were focused on. For this reason, the eSport applications included in these two platforms constituted the sampling of the…
Descriptors: Telecommunications, Handheld Devices, Athletics, Qualitative Research
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Denham, André R.; Guyotte, Kelly W. – Learning, Media and Technology, 2018
Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are…
Descriptors: Computer Games, Teaching Methods, Transformative Learning, Computer Mediated Communication
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Wright, J. Talmadge – American Journal of Play, 2018
Critiquing and expanding Huizinga's theory of play in "Homo Ludens," the author argues for play as a means to access what is real and introduces a new model of play he calls the containment play expression (CPE) to challenge traditional notions about the opposition between play and work. This model, he contends, bridges this gap between…
Descriptors: Play, Role Playing, Computer Games, Social Theories
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Pellas, Nikolaos; Vosinakis, Spyridon – Education and Information Technologies, 2018
Computer games are quickly gaining momentum by enabling new approaches to teaching and learning experience for programming courses in K-12 curriculum. However, it remains unclear if the game interface and elements created by using three-dimensional (3D) virtual worlds combined with visual programming languages or a visual programming environment…
Descriptors: Computer Games, Educational Technology, Technology Uses in Education, Problem Based Learning
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Woodham, Omar P. – Marketing Education Review, 2018
This article introduces a simulation, Marketplace Live, and compares students' simulation performance with their course performance. The sample is drawn from 13 sections of the author's Marketing Concepts (Principles of Marketing) course. The results support the idea that marketing simulations do contribute to learning marketing concepts. Evidence…
Descriptors: Marketing, Teaching Methods, Instructional Effectiveness, Tests
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Pinquart, Martin; Block, Helena – International Journal of Developmental Science, 2020
The experiment analyzed reactions of 115 first- to fourth-graders after realizing that they performed worse than they expected in a computer game. Based on the VIOLEX model of expectation violation, we assessed immunization against achievement feedback, assimilation (striving to increase performance), and accommodation (willingness for expectation…
Descriptors: Coping, Expectation, Defense Mechanisms, Student Reaction
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Graham, Kendra; Anderson, James; Rife, Conrad; Heitmeyer, Bryce; Patel, Pranav R.; Nykl, Scott; Lin, Alan C.; Merkle, Laurence D. – IEEE Transactions on Learning Technologies, 2020
Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a…
Descriptors: Computer Networks, Information Security, Task Analysis, Computer Games
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Dagyar, Miray; Kasalak, Gamze; Sezgin, Evren – World Journal on Educational Technology: Current Issues, 2020
The purpose of this study is to reveal the views of 4th grade primary school students about mobile programming education. Data were collected by using interview, metaphor and student drawings under qualitative research method. Among the 135 students who participated in the mobile programming education, 24 fourth grade primary school students who…
Descriptors: Elementary School Students, Grade 4, Children, Positive Attitudes
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Olejniczak, Karol; Newcomer, Kathryn E.; Meijer, Sebastiaan A. – American Journal of Evaluation, 2020
Evaluation professionals need to be nimble and innovative in their approaches in order to be relevant and provide useful evidence to decision-makers, stakeholders, and society in the crowded public policy landscape. In this article, we offer serious games as a method that can be employed by evaluators to address three persisting challenges in…
Descriptors: Evaluation Methods, Stakeholders, Participation, Evaluation Utilization
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Dredge, Rebecca; Chen, Shuang – Psychology in the Schools, 2020
Little is known about the social media use of online gamers compared with nongamers and whether the two forms of technology use manifest as the cumulative risk for relational and well-being outcomes in adolescents. Self-report data from 320 Chinese secondary school students (12-17 years) was collected for online gaming and social media use…
Descriptors: Computer Games, Computer Mediated Communication, Well Being, Social Media
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Follong, Berit M.; Prieto-Rodriguez, Elena; Miller, Andrew; Collins, Clare E.; Bucher, Tamara – International Journal of Research in Education and Science, 2020
Overweight and obesity prevalence in children has increased worldwide. One factor contributing to this rise is the increase in portion sizes, with individuals potentially having difficulties with portion size estimation. Portion size estimation could be improved with portion size education involving the mathematical concepts of volume and…
Descriptors: Teaching Methods, Mathematics Instruction, Nutrition, Foreign Countries
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