NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 211 to 225 of 2,565 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Mary DePascale; Geetha B. Ramani – Journal of Numerical Cognition, 2025
Math learning in early childhood is critical for later success, as it is predictive of mathematical and academic achievement through adolescence. Therefore, developing engaging and effective methods for early math instruction are important. Math games are a common method for teaching math in a way that is motivating and engaging for young children…
Descriptors: Educational Games, Mathematics Instruction, Early Childhood Education, Game Based Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Senad Orhani; Kyvete Shatri – Educational Process: International Journal, 2025
Background/purpose: In the modernized society with advanced technology, as education becomes increasingly dependent on information technology, there is a need to prepare the next generation of students with a wide variety of skills and abilities necessary for future scientific careers. Modern educational challenges include the task of engaging…
Descriptors: Computer Games, Technology Uses in Education, Game Based Learning, Student Motivation
Cláudio Farias, Editor; Shane Pill, Editor; Linda Griffin, Editor – Routledge, Taylor & Francis Group, 2025
"Game-Based Approaches in Physical Education: International Applications" presents 22 chapters, including 18 teaching units to be applied in physical education or youth sport, divided into 4 categories of games and an additional category of performance activities. This book combines the pedagogical, academic, and practical knowledge of a…
Descriptors: Physical Education, Game Based Learning, Teaching Styles, Evaluation Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Claudia Mattar; Soraia Oueida; Pauly Awad; Gheorghe Militaru; Hiba El Baalbaki – International Journal of Game-Based Learning, 2025
Leveraging gamification's potential in transforming the learning experience, this paper focuses on the application of technology in education to boost student learning and improve the education sector. A case study is presented where learning outcomes in two different environments are compared: traditional and gamified learning. The case study…
Descriptors: Gamification, Technology Uses in Education, Game Based Learning, Artificial Intelligence
Peer reviewed Peer reviewed
Direct linkDirect link
Miri Barak; Tal Yachin – Research in Science Education, 2025
The prevalence of diseases stemming from poor nutrition emphasizes the importance of educating people about healthy eating habits. One approach to achieving this is through educational escape games, which embody the features of a situated learning environment. Utilized the situated learning theory as a theoretical and methodological framework, the…
Descriptors: Nutrition, Eating Habits, Game Based Learning, Situated Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Almås, Håvard; Pinkow, Felix; Giaever, Fay – Smart Learning Environments, 2023
While the use of games for learning in higher education is well established, existing research provides limited understanding of individual experiences that shape engagement and learning in collaborative learning games. Insights into players' individual experiences can, however, contribute to a more nuanced utilization of learning games and to…
Descriptors: Game Based Learning, Learning Experience, College Students, Cooperative Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Scruggs, Richard; Baker, Ryan S.; Pavlik, Philip I., Jr.; McLaren, Bruce M.; Liu, Ziyang – Educational Technology Research and Development, 2023
Despite considerable advances in knowledge tracing algorithms, educational technologies that use this technology typically continue to use older algorithms, such as Bayesian Knowledge Tracing. One key reason for this is that contemporary knowledge tracing algorithms primarily infer next-problem correctness in the learning system, but do not…
Descriptors: Algorithms, Prediction, Knowledge Level, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Jacobson, Sarah – Journal of Economic Education, 2023
The economic theory of natural resource exploitation predicts that scarcity crises will not arise because forward-looking resource owners will smooth their extraction over time to maximize their profits. The model providing this result can seem opaque and technical to students, but its intuition can be learned from experience. The author shares a…
Descriptors: Natural Resources, Game Based Learning, Mining, Role Playing
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Mettarikanon, Dichitchai; Tawanwongsri, Weeratian; Wanchai, Adisak; Chookerd, Naparat – Contemporary Educational Technology, 2023
Cutaneous malignancy is one of the leading causes of cancer-related morbidities and mortalities. Patient self-screening is helpful for early detection. Among educational pedagogies, game-based learning (GBL) has received increasing attention in recent years. We appraised the effectiveness of GBL, using Wordwall, to enhance cognitive performances…
Descriptors: Comparative Analysis, Instructional Effectiveness, Game Based Learning, Pamphlets
Peer reviewed Peer reviewed
Direct linkDirect link
Storm, Colin H.; Penner, Anna – Communication Teacher, 2023
Students typically find research methods and statistics classes intimidating. In particular, learning different types of data measurement and operationalization can take significant time and practice to understand. Utilizing a pedagogical approach that turns a party game into a fun exercise, students collaboratively learn to operationalize…
Descriptors: Research Methodology, Statistics, Game Based Learning, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Patiño, Azeneth; Ramírez-Montoya, María Soledad; Buenestado-Fernández, Mariana – Smart Learning Environments, 2023
This article focuses on empirically analyzing the final products designed by 147 academics from 11 countries who participated in an international open education movement workshop by answering the research questions "What are the techno-pedagogical components of the products designed by the participants to encourage the open educational…
Descriptors: Active Learning, Thinking Skills, Training, Case Studies
Peer reviewed Peer reviewed
Direct linkDirect link
Mohanty, Sattwik; Christopher, B. Prabu – Learning Organization, 2023
Purpose: This paper aims to examine how gamification components affect training outcomes through intrinsic or extrinsic motivation (IM and EM), drawing on the self-determination motivation theory. Design/methodology/approach: In this study, survey method has been used to analyse the hypotheses and objective of the research. A total of 260 surveys…
Descriptors: Gamification, Training, Motivation, Incentives
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Weitl-Harms, Sherri; Spanier, Adam; Hastings, John; Rokusek, Matthew – Journal of Cybersecurity Education, Research and Practice, 2023
Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework.…
Descriptors: Gamification, Undergraduate Students, Information Security, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Woods, Peter J.; Jones, Karis – Discourse: Studies in the Cultural Politics of Education, 2023
Responding to both recent interest in sound within qualitative education research and sound studies literature that conceptualizes sound as a posthuman technology, we use this paper to explore the following research questions: How does sound both enact and unveil posthuman learning ecologies? And how can education scholars engage sound within…
Descriptors: Power Structure, Humanism, Game Based Learning, Ecology
Peer reviewed Peer reviewed
Direct linkDirect link
Yeh, Yu-chu; Ting, Yu-Shan; Chiang, Jui-Ling – Educational Technology & Society, 2023
Creativity mindset (CM), grit, and self-determination have been defined as critical motivational variables affecting learners' self-efficacy. Therefore, this study pioneers the examination of the relationship between these motivational variables and creativity self-efficacy (CSE) during game-based learning. A Creativity Mindset Inventory (CMI) and…
Descriptors: Individual Development, Self Determination, Self Efficacy, Game Based Learning
Pages: 1  |  ...  |  11  |  12  |  13  |  14  |  15  |  16  |  17  |  18  |  19  |  ...  |  171