NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 1,366 to 1,380 of 2,603 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Yang, Jie Chi; Quadir, Benazir – Technology, Pedagogy and Education, 2018
Despite the growing interest in digital game-based learning (DGBL), there has been a lack of attention paid to the effects of individual differences, such as gaming flow experience and gender differences, in a reward-based achievement system. To this end, this study developed an achievement system with a reward mechanism to facilitate English…
Descriptors: Individual Differences, Second Language Learning, English (Second Language), Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Öhman, Johan; Öhman, Marie; Sandell, Klas – Journal of Adventure Education and Outdoor Learning, 2016
A new teaching aid--exergames--is increasing in popularity in schools and is regarded as an interesting, varied and effective way of improving students' fitness. These exercise television games often contain references to physical activities carried out in different outdoor landscapes. The purpose of this article is to examine the views of…
Descriptors: Exercise, Educational Games, Physical Activities, Physical Fitness
Peer reviewed Peer reviewed
Direct linkDirect link
Blevins, Brooke; LeCompte, Karon N. – Democracy & Education, 2016
Stoddard, Banks, Nemacheck, and Wenska suggested that there is a tension between the goal of the iCivics games and the goals of democratic education. In this response, we suggest that iCivics can be utilized to help meet the goals of democratic education and to encourage our nation's youth to become active civic participants if used alongside…
Descriptors: Democratic Values, Educational Games, Civics, Citizen Participation
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Wenas, Beauty Gatari Cathleen; Tobing, Caroline V. Katemba – Acuity: Journal of English Language Pedagogy, Literature and Culture, 2016
The purpose of this study is to find the enhancement of students' vocabulary achievement using Online Games and Pictures Instruction. This study used quantitative research method and comparative design. This study was designed to seek the answer to the following question: Is there any significant difference on the students' vocabulary enhancement…
Descriptors: Comparative Analysis, Computer Games, Vocabulary Development, Teaching Methods
Debeauvais, Thomas – ProQuest LLC, 2016
Game designers and researchers agree that the main motivation for starting playing a game is challenge. It is only a small step to say that when the game becomes too difficult, players can become frustrated and quit. While extensive work shows that challenge is central in player enjoyment, its influence on player retention has received little…
Descriptors: Persistence, Mixed Methods Research, Interviews, Online Surveys
Peer reviewed Peer reviewed
Direct linkDirect link
Virk, Satyugjit; Clark, Douglas; Sengupta, Pratim – Educational Psychologist, 2015
Environments in which learning involves coordinating multiple external representations (MERs) can productively support learners in making sense of complex models and relationships. Educational digital games provide an increasing popular medium for engaging students in manipulating and exploring such models and relationships. This article applies…
Descriptors: Computer Games, Video Games, Teaching Methods, Science Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Alshammari, Ali; Whittinghill, David – International Journal of Game-Based Learning, 2015
Single and multiplayer serious Kinect games have been used in many different areas, including education. Due to its relative newness as a technology, a dearth of literature exists concerning the requirements for the use of Kinect games in educational settings. A comprehensive review was conducted to include various perspectives in order to provide…
Descriptors: Teaching Methods, Educational Games, Literature Reviews, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Bond, Lloyd – Measurement: Interdisciplinary Research and Perspectives, 2014
Lloyd Bond comments here on the Focus article in this issue of "Measurement: Interdisciplinary Research and Perspectives". The Focus article is entitled: "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" (Russell G. Almond, Yoon Jeon Kim, Gertrudes Velasquez, and Valerie J. Shute). Bond…
Descriptors: Educational Assessment, Task Analysis, Models, Design
Peer reviewed Peer reviewed
Direct linkDirect link
Ke, Fengfeng; Im, Tami – International Journal of Technology and Design Education, 2014
This case study examined team-based computer-game design efforts by children with diverse abilities to explore the nature of their collective design actions and cognitive processes. Ten teams of middle-school children, with a high percentage of minority students, participated in a 6-weeks, computer-assisted math-game-design program. Essential…
Descriptors: Case Studies, Computer Games, Design, Middle School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Kinnebrew John S.; Killingsworth, Stephen S.; Clark, Douglas B.; Biswas, Gautam; Sengupta, Pratim; Minstrell, James; Martinez-Garza, Mario; Krinks, Kara – IEEE Transactions on Learning Technologies, 2017
Digital games can make unique and powerful contributions to K-12 science education, but much of that potential remains unrealized. Research evaluating games for learning still relies primarily on pre- and post-test data, which limits possible insights into more complex interactions between game design features, gameplay, and formal assessment.…
Descriptors: Computer Games, Educational Games, Data Analysis, Science Education
Peer reviewed Peer reviewed
Direct linkDirect link
Kritzinger, Elmarie – Africa Education Review, 2017
Technology is playing an increasingly significant role in people's lives. They use it for work, education, business and social activities; however, their use of different kinds of information communication technologies (ICTs) puts their personal information at risk. It is essential for everyone using ICTs to be aware of the potential information…
Descriptors: School Culture, Foreign Countries, Computer Security, Safety
Peer reviewed Peer reviewed
Direct linkDirect link
Wilhelmsson, UIf; Engström, Henrik; Brusk, Jenny; Östblad, Per Anders – Journal of Computing in Higher Education, 2017
This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio…
Descriptors: Inclusion, Computer Games, Handheld Devices, Visual Impairments
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sirakaya, Mustafa; Kiliç Çakmak, Ebru – Malaysian Online Journal of Educational Technology, 2018
This study aimed at identifying the attitudes of secondary school students toward AR applications and to investigate the change in these attitudes according to different variables. The study also aspired to determine the relationship between attitudes toward AR and achievement. The general survey model was used in the study. The study group was…
Descriptors: Simulated Environment, Student Attitudes, Secondary School Students, Educational Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Costin, Yvonne; O'Brien, Michael P.; Slattery, Darina M. – International Journal of Teaching and Learning in Higher Education, 2018
Entrepreneurs need to develop a range of skills to be successful, including skills in decision making, risk management, problem solving, communication, and teamwork. Games and simulations are increasingly being used in both academia and business to encourage such skills development. This paper describes a business simulation module whereby…
Descriptors: Foreign Countries, Graduate Students, Business Administration Education, Entrepreneurship
Peer reviewed Peer reviewed
Direct linkDirect link
Buteau, Chantal; Muller, Eric – International Journal of Game-Based Learning, 2018
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which "players think and act like real world professionals" has been called epistemic. This article presents an empirical…
Descriptors: Computer Games, Educational Games, Probability, Educational Technology
Pages: 1  |  ...  |  88  |  89  |  90  |  91  |  92  |  93  |  94  |  95  |  96  |  ...  |  174