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Yildiz, Selin; Zengin, Rasit – Journal of Science Learning, 2021
In this research the effects of educational digital games and in-class educational games on scientific process skills of 6 years old children were investigated. The research was carried out with 70 preschool children who were educated in a primary school in Turkey. In the research, quasi-experimental design was used. Within the scope of the…
Descriptors: Science Instruction, Instructional Effectiveness, Teaching Methods, Game Based Learning
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Rivera, Errol Scott; Garden, Claire Louise Palmer – Journal of Further and Higher Education, 2021
Gamification, the application of game elements to non-game situations, has gained traction in education as a mechanism for improving motivation and/or learning outcomes. Although it is widely accepted that gamification enhances these aspects of engagement in business and education settings, there is equivocal supporting evidence. Research has…
Descriptors: Teaching Methods, Educational Games, Learner Engagement, Higher Education
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Sendra, Anna; Lozano-Monterrubio, Natàlia; Prades-Tena, Jordi; Gonzalo-Iglesia, Juan Luis – International Journal of Game-Based Learning, 2021
This paper introduces the results of applying a gameful approach based on six playful activities as a tool to improve the learning process in higher education. A total of 850 students from different courses of Universitat Rovira i Virgili (Spain) were involved in the study. The strategy was evaluated through a participant observation (active and…
Descriptors: Game Based Learning, Educational Games, Role Playing, Simulation
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Gilham, Christopher Matthew; Wei, Yifeng; Kutcher, Stanley; MacIntyre, Catherine; MacCuspic, Sharon; Fougere, Wanda – McGill Journal of Education, 2021
This research investigated whether a mental health literacy resource could increase Grade 12 students' mental health literacy. Bachelor of Education students (N = 8) from a university in rural Atlantic Canada created a board game and mental health seminar based on the resource. They applied the resource through the board game and seminar to Grade…
Descriptors: Foreign Countries, Mental Health, Multiple Literacies, Undergraduate Students
Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – Grantee Submission, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
Chen Sun – ProQuest LLC, 2021
Computational thinking (CT) is an essential 21st century skill for people to succeed in the increasingly technological (and interconnected) world. Researchers have explored different interventions to teach students CT skills (e.g., Scratch and robotics), but digital game-based learning is relatively under-researched. A critical issue to address in…
Descriptors: Computation, Thinking Skills, Game Based Learning, Scaffolding (Teaching Technique)
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Parra-González, María Elena; Segura-Robles, Adrián; Moreno-Guerrero, Antonio José; López-Belmonte, Jesús – Journal of Technology and Science Education, 2022
Nowadays, we talk about the use of gamification in education, an active methodology that consists of the use of mechanics, design or game structures in class. When this type of methodology is used, the effort is rewarded, and it is used as a motivating tool in class. However, there is no valid or well-structured instrument to measure gamification…
Descriptors: Educational Games, Game Based Learning, Test Construction, Test Validity
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Bouck, Emily C.; Long, Holly – Exceptionality, 2022
Mathematical fluency supports maintenance of mathematical skills (Shurr et al., 2019). Multiple interventions support fluency, including the use of games. However, limited research exists exploring games as a means of increasing student fluency in mathematics. In this single case design study, researchers examined the relation between four…
Descriptors: Mathematics Instruction, Mathematics Skills, Game Based Learning, Elementary School Students
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Dell'Aquila, Elena; Vallone, Federica; Zurlo, Maria Clelia; Marocco, Davide – Education Sciences, 2022
This study focuses on the behavior of interactive agents and how to ground their implementation in psychology and cognitive modeling to capture fundamental psycho-pedagogical elements to deliver an effective competency-based training and assessment tool for teachers, trainers, and educators working in the school context. The study describes the…
Descriptors: Computer Assisted Instruction, Soft Skills, Educational Technology, Role Playing
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Petersson, Jöran; Weldemariam, Kassahun – Scandinavian Journal of Educational Research, 2022
In preschool, numbers and shapes typically appear as separate topics. This study explores how a game, designed as a guided play activity with figurate numbers, functions in a preschool context. The guided play involved parking Lego cars in a rectangular shape, and to find out for which number of Lego cars this is possible. Thirteen preschool…
Descriptors: Preschool Education, Teacher Student Relationship, Play, Toys
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Koh, Caroline – International Journal of Disability, Development and Education, 2022
This paper provides a qualitative meta-analysis of the literature on the use of serious games to assist learners with intellectual and developmental disabilities. It aims to identify the research trends and the possible directions for future research. The study begins with a preliminary online search and selection of a sample of articles to…
Descriptors: Educational Games, Students with Disabilities, Intellectual Disability, Learner Engagement
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What Works Clearinghouse, 2022
Developing self-regulation at an early age is important for children's success in school and in life. Self-regulation involves the ability to remember instructions, shift attention from one thing to another, and reduce the intensity and frequency of impulsive emotions and behaviors. "Red Light, Purple Light" is a preschool program that…
Descriptors: Self Management, Preschool Children, Educational Games, Skill Development
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Lúcia Pombo; Margarida M. Marques – International Association for Development of the Information Society, 2022
This study used Bloom's Revised Taxonomy to examine 30 questions produced for a mobile quiz game with augmented reality contents to be explored in a formal learning context, in an urban green park, in Portugal. The game was co-created by 14 in-service teachers involved in a 50h training that aimed to promote the collaborative development of open…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Open Educational Resources
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Eremeeva, Guzel Rinatovna; Khamisovna, Ismaeva Farida – International Journal of Higher Education, 2020
The article is devoted to the issue of educational interaction and cooperation between teachers and students. The purpose of the study is to show the need for dialogic communication in educational activities, form knowledge, and develop educational cooperation skills, allowing students to take an active position in the educational process to help…
Descriptors: Teacher Student Relationship, Interaction, Computer Mediated Communication, Dialogs (Language)
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Kynigos, Chronis; Grizioti, Marianthi – British Journal of Educational Technology, 2020
Although there is wide rhetoric that programming should be learnt by all as an element of computational thinking (CT), in practice, it is mostly implemented narrowly as an end in itself consisting of routine practice and traditional testing of the ability to code. This paper discusses a way in which programming could be seen through a wider…
Descriptors: Educational Games, Thinking Skills, Computation, Affordances
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