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Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries
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Liu, Haoyu; Yen, Pi-Ying – Journal of Education for Business, 2022
The sailboat game is popular in supply chain management teaching. In the game, students play different roles in a supply chain and try to achieve better performance in terms of minimizing costs, while gaining knowledge in production processes, quality management, and inventory management. Despite its popularity, how the sailboat game is beneficial…
Descriptors: Management Development, Educational Games, Teaching Methods, Business Administration Education
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Chen, I-Chien; Rocha-Beverly, Christel; Schneider, Barbara – Journal of Research on Technology in Education, 2022
Init2Winit, a gamified mobile application designed to increase students' alignment knowledge between college, career, and salary expectations has been beta-tested in midwestern urban and rural U.S. high schools (age 14-18). Students earn different points in the game when their educational expectations and expected annual income are matched with…
Descriptors: Telecommunications, Handheld Devices, Educational Games, High School Students
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Centelles, Josep J.; de Atauri, Pedro R.; Moreno, Estefania – International Society for Technology, Education, and Science, 2022
Games are highly appreciated by the population, so due to the COVID-19 pandemic confinement we decided to carry out an Internet research of several games, in order to use them for the assimilation of new words of Biochemical students. Games found in puzzle books allow the stimulation of memory, reasoning and other brain capacities, such as keeping…
Descriptors: Biochemistry, Science Instruction, Puzzles, Alphabets
Maria Gigi Carunungan – ProQuest LLC, 2022
This is an exploratory study of how pedagogy in the form of math stories, shapes young learners' perceptions, motivations, and sense-making of math concepts. The research is presented in an exploratory documentary, with audio-video data collected through the iPhone. The pilot test of story-driven math learning solutions was conducted by two…
Descriptors: Word Problems (Mathematics), Learner Engagement, Mathematical Concepts, Elementary School Mathematics
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Chloé Lhardy; Héctor García-Ortega; Jesús Gracia-Mora; Armando Marín-Becerra; Antonio Reina; Miguel Reina – Journal of Chemical Education, 2022
Educational games have attracted attention as valuable didactic instruments since they combine a proven efficiency in learning improvement with a fun and enjoyable atmosphere. Despite the increasing number of educational game contributions treating a wide variety of topics, to the best of our knowledge, none revise units or physical quantities.…
Descriptors: Educational Games, Educational Objectives, Scientific Concepts, Science Education
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Melkonian, Vardges – PRIMUS, 2019
This paper discusses a game that can be used for introducing the binary representation of integers in an interactive and fun environment. The game is introduced in the way it is presented in an undergraduate Discrete Mathematics class. Variations of the game are discussed, particularly its extension to base-three representation of integers. It is…
Descriptors: Mathematics Instruction, College Mathematics, Undergraduate Study, Educational Games
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Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2019
In a game-based learning (GBL) environment for seventh-grade students, this study investigated the impact of competition, engagement in games, and the relationship between the two on students' in-game performance and flow experience, which, in turn, impacted their science learning outcomes. Structural equation modeling was employed to test a…
Descriptors: Learner Engagement, Academic Achievement, Student Motivation, Game Based Learning
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Pektas, Murat; Kepceoglu, Ibrahim – Science Education International, 2019
This case study investigated what prospective science education teachers think about the use of gamification in education. 44 pre-service science teachers were asked to provide their opinions about the use of gamification in education after a 4-week implementation of gamification. The participants revealed the benefits of gamification such as an…
Descriptors: Preservice Teachers, Student Attitudes, Educational Games, Science Teachers
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Keehn, Suzanne; Claggett, Stuart – Journal of Applied Testing Technology, 2019
The educational game industry struggles from a lack of standardization around collecting, analyzing and managing student learning data, which is potentially jeopardizing millions of dollars of investment in educational games. Investors, administrators, and educators require data to support quantitative and qualitative learning measurement in…
Descriptors: Educational Games, Game Based Learning, Data Collection, Elementary Secondary Education
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Barseghyan, Gayane; Grigoryan, Aram – Journal of Economic Education, 2019
The authors develop a two-stage classroom experiment to illustrate convergence to long-run equilibrium in a market where price-taking firms are capacity-constrained. Once equilibrium in the first stage is established, capacity constraints are introduced by imposing discontinuities in the fixed costs of several firms. The experiment demonstrates…
Descriptors: Economics Education, Experiments, Class Activities, Microeconomics
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Luchi, Kelly Cristina Gavião; Cardozo, Lais Tono; Marcondes, Fernanda Klein – Advances in Physiology Education, 2019
The aim of this work is to describe the "Muscular System Game," created to assist in the teaching-learning process concerning the physiology of the muscular system, and to evaluate its effect on the learning of university students. Participating in this study were first-year undergraduate students of the pharmacy course (game group, n =…
Descriptors: Physiology, Human Body, Undergraduate Students, Nursing Education
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Giles, Kelly; Shuyler, Kristen; Evans, Andrew; Reed, Jon – Public Services Quarterly, 2019
Librarians and staff at a public university drew upon previous experience with instructional games to develop, implement, and assess a card game as a library orientation activity for new transfer students. This project was shaped by a desire to meet transfer students' unique needs as well as the logistical constraints associated with the…
Descriptors: Library Instruction, Educational Games, Academic Libraries, Librarians
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Palm-Forster, Leah H.; Duke, Joshua M. – Journal of Economic Education, 2019
Traffic congestion and road tolls are familiar economic concepts for most undergraduates; however, students often have difficulty explaining exactly how theoretical principles like externalities and social welfare are related to their real-world experiences, such as driving. The authors present a classroom exercise to demonstrate how congestion…
Descriptors: Economics Education, Class Activities, Microeconomics, Transportation
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Tocu, Adrian; Beldiman, Iuliana; Cruceat, Alin; Butean, Alexandru – International Association for Development of the Information Society, 2019
This paper presents an ongoing development process for an experimental application that aims to train an inexperienced user to operate a mobile device and receive Augmented Reality (AR) guidelines for basic pick-and-place operations. The purpose of the presented work is to offer a learning environment for placing multiple physical tools in…
Descriptors: Telecommunications, Handheld Devices, Computer Simulation, Educational Games
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