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Kuo, Wei-Chen; Hsu, Ting-Chia – Asia-Pacific Education Researcher, 2020
This study utilized unplugged computational thinking learning material named Robot City as the instructional material. The board game corresponds to structural programming, including sequential structure, conditional structure, repetitive structure, and the modeling concept of calling a procedure in programming languages. According to the…
Descriptors: Thinking Skills, Computation, Educational Games, Instructional Materials
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Öztürk, Çilem; Kormaz, Özgen – Participatory Educational Research, 2020
The aim of this study is to determine the effects of educational games on students' academic achievement, attitudes towards the course and cooperative learning skills. Semi-experimental research design with pretest posttest control group was used. The study group consisted of 60 students at 5th grade secondary school. In this process, the topics…
Descriptors: Game Based Learning, Instructional Effectiveness, Academic Achievement, Social Studies
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Nunes da Silva Júnior, José; Santos de Lima, Paulo Roberto; Sousa Lima, Mary Anne; Monteiro, Álvaro Carvalho; Silva de Sousa, Ulisses; Melo Leite Júnior, Antonio José; Vega, Kimberly Benedetti; Oliveira Alexandre, Francisco Serra; Jalles Monteiro, André – Journal of Chemical Education, 2020
This report provides information about a free-of-charge, trilingual (Portuguese, Spanish, and English) game-based application that engages high school and undergraduate students in reviewing the structural theory of organic compounds in a challenging way. In Time Bomb Game, students must disarm a time bomb on their own by correctly answering…
Descriptors: Game Based Learning, High School Students, Undergraduate Students, Learner Engagement
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Schaffernak, Harald; Moesl, Birgit; Vorraber, Wolfgang; Koglbauer, Ioana Victoria – Education Sciences, 2020
The goal of carrying out this work was to identify potential application areas for augmented reality (AR) in pilot education by addressing gender preferences. Like the field of engineering, the aviation industry is dominated by men. Because the aviation industry forecasts a high demand for pilots, it is highly desirable to address gender diversity…
Descriptors: Simulated Environment, Physical Environment, Synthesis, Computer Simulation
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Biswas, Gautam; Rajendran, Ramkumar; Mohammed, Naveeduddin; Goldberg, Benjamin S.; Sottilare, Robert A.; Brawner, Keith; Hoffman, Michael – IEEE Transactions on Learning Technologies, 2020
Intelligent learning environments can be designed to support the development of learners' cognitive skills, strategies, and metacognitive processes as they work on complex decision-making and problem-solving tasks. However, the complexity of the tasks may impede the progress of novice learners. Providing adaptive feedback to learners who face…
Descriptors: Decision Making, Difficulty Level, Hierarchical Linear Modeling, Cognitive Processes
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de la Peña Esteban, F. David; Lara Torralbo, Juan A.; Lizcano Casas, David; Burgos García, María Concepción – Journal of Computing in Higher Education, 2020
Problem-solving is one of the biggest challenges that students can find in an Engineering degree. Information and communication technologies are of great use in this regard, providing learners with tools that complement their study and facilitate skills acquisition. A good strategy to enhance student motivation towards problem-solving is to use…
Descriptors: Engineering Education, Game Based Learning, Web Based Instruction, Computer Simulation
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Hazar, Esin – Online Submission, 2020
It has been an educational policy for the Turkish educational authorities to teach English as a foreign language from early ages of children. This research attempts to determine the role of digital games on enhancing English vocabulary and to compare games with pen and paper practices. For this purpose, digital games on EBA (Education Informatics…
Descriptors: Video Games, Vocabulary Development, English (Second Language), Second Language Learning
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Jost, Patrick – International Association for Development of the Information Society, 2020
Exploratory learning has become a widely applied, pedagogical concept. One approach to encourage exploratory knowledge creation are situated game experiences. Putting learners in quest-based environments can thereby support engagement through exploration and at the same time, allow for a variety of supportive learning strategies. However,…
Descriptors: Misinformation, Game Based Learning, Learner Engagement, Learning Strategies
Techmicial M. Robinson – ProQuest LLC, 2020
Educators are striving to use instructional methods that engage and motivate students in online coursework. Recent studies have not addressed whether the use of games as an instructional strategy is associated with improving students' motivation and engagement to learn at the community college level. The purpose of this qualitative…
Descriptors: Community College Students, Game Based Learning, Student Attitudes, Teaching Methods
David William Hooks – ProQuest LLC, 2020
This qualitative action research dissertation was an endeavor to strengthen the practitioner-researcher's ability to foster collaboration skills among eighth grade students in his elective science, technology, engineering, and mathematics (STEM) class. The research question that anchored this study was: To what extent can I foster effective…
Descriptors: Cooperation, Group Activities, Middle School Students, Technology Uses in Education
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Pauline-Graf, Denise; Mandel, Susan Elaine – International Journal of Educational Methodology, 2019
The surge of learners being immersed in computer game contexts for learning has instigated dialogue about the contextually appropriate collection of reliable and valid data to inform education-based decisions. The purpose of this article is to develop educational practitioners' understanding of preliminary research work, and to inform educational…
Descriptors: Game Based Learning, Computer Games, Best Practices, Intervention
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Kapralova, Julia Vladimirovna; Moskaleva, Lada Alekseevna; Byiyk, Iana Arthurovna – International Journal of Higher Education, 2019
The article deals with the traditional game approaches that have well recommended themselves at the lessons of the Russian language, and their potential and ways of modifying into a single game space of the lesson is being discussed. Basing on personal experience, the authors of the article present the possibilities of organizing a Russian…
Descriptors: Russian, Second Language Learning, Game Based Learning, Active Learning
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Mahaffey, Angela L. – HAPS Educator, 2019
The Flavor Perception Game was designed with the goals of developing an interactive and hands-on activity, providing a platform to review chemical senses of the five tastes, promoting student investment in the course material, and providing a basis for discussion on chemical senses of the five tastes. Knowledge of taste sensation is useful for…
Descriptors: Undergraduate Students, Nursing Students, Game Based Learning, Perception
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Ward, Monica; Mozgovoy, Maxim; Purgina, Marina – International Journal of Game-Based Learning, 2019
Learning a language is challenging and it is important that learners be kept motivated throughout the process. Many Irish primary school children are not particularly motivated to learn the language and there are few computer assisted language learning (CALL) resources available to them. WordBricks is an app that enables learners to construct only…
Descriptors: Irish, Elementary School Students, Computer Assisted Instruction, Game Based Learning
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Owen, V. Elizabeth; Roy, Marie-Helene; Thai, K. P.; Burnett, Vesper; Jacobs, Daniel; Keylor, Eric; Baker, Ryan S. – International Educational Data Mining Society, 2019
Games in service of learning are uniquely positioned to offer immersive, interactive educational experiences. Well-designed games build challenge through a series of well-ordered problems or activities, in which perseverance is key for working through ingame failure and increasing game difficulty. Indeed, persistence through challenges during…
Descriptors: Educational Games, Persistence, Productivity, Student Behavior
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