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Hunt, Jessica; Taub, Michelle; Marino, Matthew; Duarte, Alejandra; Bentley, Brianna; Holman, Kenneth; Banzon, Allison – Learning Disabilities: A Contemporary Journal, 2022
Teaching and learning fraction concepts continues to be increasingly challenging, especially for elementary and middle school mathematics teachers and students in intervention settings. It is critical for educators to implement instruction that proactively considers engagement, access, and conceptual growth for all students. Dream 2B, a web-based…
Descriptors: Mathematics Instruction, Teaching Methods, Elementary School Mathematics, Middle School Mathematics
White, Jeremy – Online Submission, 2022
Bring Your Own Device (BYOD) is a concept that is gaining a following worldwide as a cost-effective means for schools to provide 21st-century skills (Bell, 2010) with limited funding. The current paper shows the results of a survey into the opinions and perceptions of parents of Japanese K1-3 students' use of technology, specifically the…
Descriptors: Parent Attitudes, Private Schools, Kindergarten, Family Environment
Tiffany Herder; Martina A. Rau – Grantee Submission, 2022
Educational video games can engage students in authentic STEM practices, which often involve visual representations. Specifically, because most interactions within video games are mediated through visual representations, video games provide opportunities for students to experience disciplinary practices with visuals. However, prior research has…
Descriptors: Educational Games, Video Games, STEM Education, Visual Stimuli
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Nooney, Laine – American Journal of Play, 2017
The author retells the origin story of Sierra On-Line and its historic first product, the graphical adventure game "Mystery House." She reviews the academic and journalistic writing that placed the story almost exclusively inside a narrative about early computer games, treating it as a saga of the competition between the graphic…
Descriptors: Video Games, History, Computer Games, Interaction
Pellicone, Anthony James – ProQuest LLC, 2017
Streaming is an emerging practice of videogame culture, where a player broadcasts a live capture of their game-play to an audience. Every day Twitch.tv, the most popular streaming platform, features thousands of streams broadcast to millions of viewers. Streams are detailed multimedia artifacts, and their study allows us to understand how the…
Descriptors: Video Games, Video Technology, Culture, Play
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Jeanne Dobgenski; Maria Elisabette Brisola Brito Prado; Angélica da Fontoura Garcia Silva – International Electronic Journal of Mathematics Education, 2025
By integrating computational thinking (CT) based mathematical reasoning with early childhood education through programming a dinosaur game in Scratch, this study aims to enhance the pedagogical skills of pre-service teachers by using learning objects (LOs). Also, explores frameworks for LOs construction to align with pedagogical goals, emphasizing…
Descriptors: Mathematics Instruction, Teaching Methods, Outcomes of Education, Problem Solving
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Engerman, Jason A.; Carr-Chellman, Alison A.; MacAllan, Monique – Education and Information Technologies, 2019
This paper describes the findings of a phenomenological research study to uncover possible skills that boys learn through peer supported activities using Commercial Off-The-Shelf (COTS) video games. By drawing on a cultural-historical activity theory (CHAT) conceptual framework and prioritizing student voice, this study found that boys engaged in…
Descriptors: Academic Achievement, Phenomenology, Video Games, Males
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Ogunkola, Babalola; Knight, Carlos – Journal of Educational Research, 2019
The authors investigated the effects of a technical drawing course, video games, gender, and type of school on the spatial ability (spatial visualization and orientation) of secondary school students in Barbados. A total of 420 students (269 boys; 151 girls) from nine government schools within Category 3 and Category 4 were sampled. A four-way…
Descriptors: Drafting, Art Education, Video Games, Secondary Schools
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Anderson, Sky LaRell – E-Learning and Digital Media, 2019
This article approaches games from the perspectives of design and analysis in order to describe how games might employ pedagogical strategies that capitalize on their strengths as interactive media while avoiding the pitfalls of traditional learning games. Specifically, it draws attention to how games employ world building through lore--such as…
Descriptors: Video Games, History Instruction, War, World History
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Benedict, Cathy; O'Leary, Jared – Action, Criticism, and Theory for Music Education, 2019
Recent initiatives by for-profit corporations and funding measures instituted by governments intend to support the preparation of students for careers in computer science and technology. Although such initiatives and measures can indeed increase opportunities for students' engagement with computer science and technology in K-12 schools, we…
Descriptors: Music, Music Education, Music Teachers, Freedom
Kovacic, Joseph – ProQuest LLC, 2019
The purpose of this quantitative, non-experimental correlational study was to evaluate the influences of video gaming activities on information technology enrollment at the post-secondary education level. The research entailed an examination of the relationships between video gaming, information technology academic entry, behavioral intention to…
Descriptors: Undergraduate Students, Video Games, Information Technology, Usability
Al-Jarf, Reima – Online Submission, 2023
A sample of parents in Saudi Arabia was surveyed to find out the reading technologies that children under the age of 12 use, children's digital reading habits and interests, parents' roles in encouraging the children to read digitally, the effects of digital reading on children's reading ability, and to compare digital reading before, during and…
Descriptors: Foreign Countries, Reading Habits, Children, Preadolescents
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Umar, Çigdem Nilüfer – Educational Policy Analysis and Strategic Research, 2023
The purpose of this research is to explain the effects of the qualitative results obtained from the data which is gathered from the interviews with gifted students and their parents regarding the screen use of gifted students between the ages of 12-18 on the potential screen addictions of gifted students. This study is mixed methods research. The…
Descriptors: Gifted, Academically Gifted, Parents, Pandemics
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Alarcón-Espinoza, Marina; Samper, Paula; Anguera, M. Teresa – Journal for the Study of Education and Development, 2023
Focusing on school tasks and regulating emotions are often challenges for students to achieve. The objective of this research is to describe and analyse the behaviours associated with emotional regulation that affect the way students participate in the classroom and contribute to the subject matter. From the mixed methods perspective, an…
Descriptors: Elementary School Students, Grade 5, Grade 6, Grade 3
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Gandolfi, Enrico; Ferdig, Richard E. – International Journal of Information and Learning Technology, 2018
Purpose: The purpose of this paper is to present computational algorithms as potential bearers of biases and also tools for reflection, and to advance strategies for engaging with them in education. Design/methodology/approach: Three example games (Dwarf Fortress, RimWorld, FreeCiv) are provided for introducing algorithms as meaningful and…
Descriptors: Mathematics, Computation, Teaching Methods, Coding
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