NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 451 to 465 of 2,748 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Jianshu Qiao; John R. Woodward; Atm S. Alam – Cogent Education, 2024
Rote memory (RM) has become the primary method of learning vocabulary for decades in China. However, RM is tedious, leading to reduced motivation and concentration. In contrast, Educational Video Games (EVGs) are attractive and fun, which could be an alternative to RM. Although most studies have investigated EVGs' effectiveness, empirical research…
Descriptors: Foreign Countries, Video Games, Educational Games, English (Second Language)
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Mustafa Koc; Fatma Okumus – International Society for Technology, Education, and Science, 2024
It is an undeniable fact that technology shapes many areas of people's lives such as education, transportation and entertainment. The concept of the game is an educational and entertaining activity that has taken an important place in individuals' lives since the beginning of human history. With the development and spread of technology,…
Descriptors: High School Students, Student Surveys, Video Games, Addictive Behavior
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rahayu, Mega Septiana Ika; Kuswanto, Heru – Journal of Technology and Science Education, 2021
This research aims to reveal the effectiveness of the use of the Android-based carom games comic integrated to discovery learning (MIKIMOM) in improving critical thinking and mathematical representation in the teaching of physics. It is quantitative research with the quasi experimental research design. It was conducted in two phases, with the…
Descriptors: Instructional Effectiveness, Handheld Devices, Video Games, Discovery Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Gee, Elisabeth R.; Aguilera, Earl – Pedagogies: An International Journal, 2021
Over the past several decades, the concept of critical literacy has been applied to an increasing range of multimodal texts mediated by digital technologies. Expressive forms such as fan-fiction, digital storytelling, and gaming have presented unique opportunities for understanding critical literacy practices. Within the more specific field of…
Descriptors: Critical Literacy, Computer Games, Video Games, Adolescents
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Turan, Mehmet Emin – International Journal of Progressive Education, 2021
In this study, it was examined whether empathy is related to video game addiction and whether psychological resilience and life satisfaction mediate this relationship. The sample comprised 324 Turkish adolescents (aged between 11 and 15, mean of age was 13.01), who completed measures of empathy, psychological resilience, life satisfaction, and…
Descriptors: Empathy, Video Games, Addictive Behavior, Adolescents
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Liritzis, Ioannis; Volonakis, Pantelis – Education Sciences, 2021
The cyber archaeometry concerns a new virtual ontology in the environment of cultural heritage and archaeology. The present study concerns a first pivot endeavor of a virtual polarized light microscopy (VPLM) for archaeometric learning, made from digital tools, tackling the theory of mineral identification in archaeological materials, an important…
Descriptors: Archaeology, Laboratory Equipment, Computer Simulation, Electronic Learning
Rafael Leonardo da Silva – ProQuest LLC, 2021
Moral decision-making models in game environments have been increasingly reported in research. These models, however, focus on identifying affordances and goals of games and educational interventions rather than tracing the process of moral decision-making in game worlds. This dissertation study addresses this gap in the literature by presenting…
Descriptors: Moral Values, Decision Making, Video Games, Empathy
Garcia, Antero, Ed.; Mirra, Nicole, Ed. – Teachers College Press, 2023
Can you imagine future learning environments devoid of the systemic inequities that stifle student learning opportunities and teacher decision-making in most classrooms today? This volume offers the necessary steps--playful, participatory, historically informed--that are required to forge a pathway from the present U.S. educational landscape to a…
Descriptors: Equal Education, Educational Change, Teacher Education, Student Diversity
Peer reviewed Peer reviewed
Direct linkDirect link
Roure, Cédric; Pasco, Denis – Journal of Teaching in Physical Education, 2023
Purpose: The context personalization approach refers to matching educational content with characters, objects, and themes of students' out-of-school interests. Considering the positive effects of individual interest on the regulation of student-incontext experiences, this study used the context personalization approach to match physical education…
Descriptors: Physical Education, Student Interests, Self Esteem, Competence
Peer reviewed Peer reviewed
Direct linkDirect link
Heintzman, Ryan; Brandi, Aldo; Kelley, Madeline; Marvin, M. Colin – Journal of Geography, 2023
The COVID-19 pandemic forced educational institutions around the globe to close or move to a remote format. This article focuses on the transition of an in-person undergraduate physical geography lab to online synchronous learning during the Fall 2020 semester. Findings suggest the importance of abundant learning materials as well as showing…
Descriptors: COVID-19, Pandemics, Physical Geography, Geography Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Calandri, Emanuela; Cattelino, Elena; Graziano, Federica – European Journal of Developmental Psychology, 2023
The relationship between adolescents' use of video games and their well-being is controversial and largely unexplored during the COVID -19 pandemic. This study examined the association between adolescent video game use and well-being during a nationwide lockdown (March-May 2020) and investigated whether this association was mediated by emotional…
Descriptors: Foreign Countries, Adolescents, Video Games, Play
Peer reviewed Peer reviewed
Direct linkDirect link
Buldu, Elif; Buldu, Metehan – Early Child Development and Care, 2023
This study investigated how children describe their play activities and associate learning with play. Accordingly, 23 early childhood children from different cities and age groups were included in this phenomenological research study. Incorporating images of children's drawings of their favourite playtime and semi-structured interviews, three main…
Descriptors: Play, Young Children, Foreign Countries, Freehand Drawing
Peer reviewed Peer reviewed
Direct linkDirect link
Robinson, Bradley; Wright, William Terrell – English Teaching: Practice and Critique, 2023
Purpose: The purpose of this study is to demonstrate the power of affective pedagogies and playful literacies to resist neoliberal framings of video game play and design in educational contexts. Design/methodology/approach: Focusing on the Giga-Games Camp, a video game design camp for adolescents, the authors mobilize different methodological…
Descriptors: Video Games, Camps, Photography, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Rahimi, Farzan Baradaran; Kim, Beaumie – Learning, Media and Technology, 2023
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a…
Descriptors: Place Based Education, Play, Educational Change, Design
Peer reviewed Peer reviewed
Direct linkDirect link
Ma, Jingsi; Zhang, Yi; Zhu, Zhifang; Zhao, Sunan; Wang, Qiyun – Journal of Educational Computing Research, 2023
Computational thinking (CT) education has drawn increasing attention from educators and researchers. This study conducted a meta-analysis of 27 empirical studies to examine the effectiveness of game-based learning (GBL) for fostering students' CT. The effects of various factors on the learning process for acquiring CT were also examined. The…
Descriptors: Game Based Learning, Computation, Thinking Skills, Instructional Effectiveness
Pages: 1  |  ...  |  27  |  28  |  29  |  30  |  31  |  32  |  33  |  34  |  35  |  ...  |  184