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Pitoyo, Muhammad Dafit; Sumardi; Asib, Abdul – International Online Journal of Education and Teaching, 2019
Test anxiety always makes students afraid of doing the test because they probably think that they will fail. To overcome the problem, the teacher then used gamification based assessment. Furthermore, the study investigates the category of students test anxiety, students' attitudes toward Quizizz and the students' preference toward the elements of…
Descriptors: Test Anxiety, Computer Oriented Programs, Educational Games, Game Based Learning
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An, Brian; Brown, Donald; Guerlain, Stephanie – IEEE Transactions on Learning Technologies, 2019
Despite the growth in the use of serious games to train and evaluate cross-cultural competence, few studies have examined the content and dialogue development methods associated with these training systems. This study presents a framework for generating content for serious games targeting culturally appropriate communication and an evaluation of a…
Descriptors: Educational Games, Game Based Learning, Intercultural Communication, Cultural Awareness
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Pardoel, Bart; Papadima-Sophocleous, Salomi; Athanasiou, Androulla – Research-publishing.net, 2019
Although the use of games and game elements other than pure entertainment has been studied in several academic fields, studies on completely gamified courses for foreign language learning in secondary schools are still scarce. This exploratory research paper contributes to a better understanding of the affordances of mobile gamification in Foreign…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, German
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Bajwa, Neet Priya; Perry, Michelle – Mathematical Thinking and Learning: An International Journal, 2021
Elementary school students struggle in interpreting the equal sign as a symbol denoting equivalence. Although many have advocated using a pan-balance scale to help students develop this understanding, less is known about what features associated with this model support learning. To attempt to control and examine these features, the investigators…
Descriptors: Mathematics Skills, Mathematics Instruction, Elementary School Students, Concept Formation
Zioti, Fabiana; Clemente, Giordano; de Paiva Gonçalves, Raphael; Souza, Matheus; Fassbinder, Aracele; Kawashita, Ieda Mayumi – International Association for Development of the Information Society, 2016
This paper aims to discuss about how mobile technologies and resources can be used to support teaching and improving the performance of students with cerebral palsy during out-door classes in the paralympic boccia court. The Educational Design Research has been used to help us to identify the context and to build two interventions: (i) using an…
Descriptors: Athletics, Cerebral Palsy, Handheld Devices, Physical Education
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Lu, Yu-Ling; Lien, Chi-Jui – Journal of Educational Computing Research, 2020
As game-based learning continues to draw attention, students' perceptions toward classroom activities are vital in influencing the quality of learning. This study used the social cognitive theory to show the perception traits of learning and playing in game-based environments and for students to identify their self-efficacy toward game-based…
Descriptors: Game Based Learning, Self Efficacy, Student Attitudes, Personality Traits
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Pitoyo, Muhammad Dafit; Sumardi; Asib, Abdul – International Journal of Language Education, 2020
Assessment and technology are two components that are very important in education. Assessment is the core of education, which provides teachers much information from their students and technology helps to achieve the learning goal more easily. Teachers are able to take the advantages of the integration of technology and assessment to get really…
Descriptors: Language Tests, Testing Problems, Technology Integration, Computer Assisted Testing
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Chuechote, Suparat; Nokkaew, Artorn; Phongsasithorn, Apichat; Laosinchai, Parames – Contemporary Educational Technology, 2020
Sorting is a fundamental computing concept. As for today, it is taught at the secondary school level. However, this kind of algorithm is an obstacle for some students due to its high level of abstraction. To prevent discouragement as well as to incorporate a fun and challenging algorithmic task, a novel tablet-based digital game,…
Descriptors: Thinking Skills, Computer Games, Game Based Learning, High School Students
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Ukwishaka, Marie Claire; Aghaee, Naghmeh – International Association for Development of the Information Society, 2020
Facebook is growing fast in various fields including education field. Most studies showed that today students in higher education use Facebook to communicate, cooperating and finding solutions. The main purpose of this study is to investigate and reflect on students' perspectives regarding the use of Facebook and its influence on students'…
Descriptors: Social Media, Higher Education, Computer Mediated Communication, Cooperative Learning
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Girgin, Mustafa – International Technology and Education Journal, 2017
Almost all of the studies which are about the learning effects of the games emphasize as if, they have all agreed on all hands that the games contribute to the child's spiritual and educational development. No matter at which age group it is, to claim that game derived gains couldn't be gained by no other way, wouldn't be exaggeration indeed. The…
Descriptors: Educational Games, Computer Games, Geography Instruction, Maps
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Lewis Ellison, Tisha – Journal of Adolescent & Adult Literacy, 2017
This case study examines one African American adolescent male's digital choices and experiences during the creation of a digital story about Minecraft. This study introduces digital participatory choice cultures as a framework to consider how he might recognize and use existing meaning-making and composition strategies to bridge what young people…
Descriptors: Story Telling, African American Students, Adolescents, Case Studies
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Arnab, Sylvester; Clarke, Samantha – British Journal of Educational Technology, 2017
The application of game-based learning adds play into educational and instructional contexts. Even though there is a lack of standard methodologies or formulaic frameworks to better inform game-based intervention development, there exist scientific and empirical studies that can serve as benchmarks for establishing scientific validity in terms of…
Descriptors: Interdisciplinary Approach, Guidelines, Sex Education, Intervention
Girgin, Mustafa – Online Submission, 2017
Almost all of the studies which are about the learning effects of the games emphasize as if, they have all agreed on all hands that the games contribute to the child's spiritual and educational development. No matter at which age group it is, to claim that game derived gains couldn't be gained by no other way, wouldn't be exaggeration indeed. The…
Descriptors: Educational Games, Computer Games, Geography Instruction, Maps
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Choosri, Noppon; Pookao, Chompoonut – International Association for Development of the Information Society, 2017
The intervention for cognitive language development is required to conduct at the young ages. As children usually gain the skill through their plays, this study proposed a physical interactive game to help children improve their language skill in both Thai and English language for pre-schooler. The motivation of this research is to create a game…
Descriptors: Foreign Countries, Cognitive Development, Language Skills, Preschool Children
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Liyanagunawardena, Tharindu Rekha; Lundqvist, Karsten Øster; Williams, Shirley Ann – British Journal of Educational Technology, 2015
Massive open online courses (MOOCs) attract learners with a variety of backgrounds. Engaging them using game development was trialled in a beginner's programming course, "Begin programming: build your first mobile game," on FutureLearn platform. The course has completed two iterations: first in autumn 2013 and second in spring 2014 with…
Descriptors: Online Courses, Computer Games, Programming, Student Surveys
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