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Je Seok Lee; Minerva Wu; Diana Lee; Lee Fleming; Lindsay Ruben; Tom Turner; Kevin Brown; Constance Steinkuehler – International Journal of Designs for Learning, 2020
A crisis of literacy has emerged among high school students in the United States. In order to encourage students' engagement with literacy education, there is a need for an integrated curriculum of English Language Arts (ELA). An integrated language arts curriculum would allow students to learn literacy and reading skills while engaging with a…
Descriptors: High School Students, Literacy Education, Integrated Curriculum, Language Arts
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Pfledderer, Christopher D.; Brusseau, Timothy A. – Research Quarterly for Exercise and Sport, 2021
Purpose: The purpose of this article was to systematically review studies that explored associations between specific curricular models, as an essential component of physical education, and to assess how the student outcomes identified in the models aligned with the national standards. Methods: Using the PRISMA guidelines to identify, screen,…
Descriptors: Correlation, Physical Education, National Standards, Outcomes of Education
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Kayi-Aydar, Hayriye, Ed.; Reinhardt, Jonathon, Ed. – Language Learning & Language Teaching, 2022
This volume demonstrates how various methodologies and tools have been used to analyze the multidimensional, dynamic, and complex nature of identities and professional development of language teachers in digital contexts that have not been adequately examined before. It therefore offers new understandings and conceptualizations of language teacher…
Descriptors: Second Language Learning, Second Language Instruction, Language Teachers, Professional Identity
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Asaba, Mika; Ong, Desmond C.; Gweon, Hyowon – Developmental Psychology, 2019
People's emotional experiences depend not only on what actually happened, but also on what they thought would happen. However, these expectations about future outcomes are not always communicated explicitly. Thus, the ability to infer others' expectations in context and understand how these expectations influence others' emotions is an important…
Descriptors: Expectation, Outcomes of Education, Preschool Children, Psychological Patterns
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Lee, Sangmin-Michelle – ReCALL, 2019
This qualitative study investigates a media transfer project in which a digital game was used to promote student creativity in an English as a foreign language (EFL) class. The paper first addresses the potential of opportunities for stimulating student creativity and motivation. Creativity has been highlighted as a core competency and has…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Creativity
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Miralles-Martínez, Pedro; Gómez-Carrasco, Cosme J.; Arias, Víctor B.; Fontal-Merillas, Olaia – Comunicar: Media Education Research Journal, 2019
This paper analyzes the links that exist between the perceptions of teachers-in-training regarding the use of digital resources in the Secondary Education classroom and their own methodological and epistemological conceptions. Shulman's theories continue to largely guide current research on teacher knowledge. However, the impact caused by the new…
Descriptors: History Instruction, Pedagogical Content Knowledge, Technological Literacy, Teacher Education
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Sánchez, María José Naranjo; Garcia, Mª Mercedes Rico; Santamaría, Héctor Sánchez; Serrat, Jesús Salguero – International Association for Development of the Information Society, 2019
With the recent emergence of the interactive TV, the iTV starts to gain ground as a learning social media forgotten in the last decades due to previously existing applications (smart phones, tablets, laptops) that surpassed it. The TV has always been used as a means of transmission and family conciliatory, but, at the same time, the necessary…
Descriptors: Second Language Learning, Second Language Instruction, Interactive Video, Social Media
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Carolyn J. Stufft – Texas Association for Literacy Education Yearbook, 2014
While videogames have not been widely embraced in the classroom (e.g., Halverson, 2005; Rice, 2007), researchers (e.g., Abrams, 2009; Abrams, Gerber, & Burgess, 2012; Gee, 2007; Gee & Hayes, 2010) have made compelling arguments for the connection between videogames and literacy. There is now an emphasis on the variety of practices…
Descriptors: Literacy, Video Games, Teaching Methods, Popular Culture
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Lowien, Nathan – English in Australia, 2016
The past decade has seen videogames become an important facet in the economic and cultural tapestry of the 21st century. However, while the Australian Curriculum: English (ACE) advocates the teaching of multimodal texts (ACARA, 2016), videogames have been neglected within the curriculum. Nevertheless, such a significant aspect of popular 21st…
Descriptors: Semiotics, Values, Video Games, Foreign Countries
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Leith, Alex P.; Ratan, Rabindra A.; Wohn, Donghee Yvette – Journal of Science Education and Technology, 2016
Given the diversity and complexity of education game mechanisms and topics, this article contributes to a theoretical understanding of how game mechanisms "map" to educational topics through inquiry-based learning. Namely, the article examines the presence of evolution through natural selection (ENS) in digital games. ENS is a…
Descriptors: Inquiry, Science Instruction, Video Games, Technology Uses in Education
Tyndale, Eric; Ramsoomair, Franklin – Journal of Educational Technology, 2016
Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…
Descriptors: Video Games, Handheld Devices, Story Telling, Interactive Video
Holmes, Jeffrey Brandon – ProQuest LLC, 2016
This dissertation is about videogames. It is also about teaching, and the ways videogame design represents good teaching. However, this dissertation is not about videogames alone. It makes broad claims about teaching in- and out-of-schools in the 21st Century. Over the last few decades many scholars have been impressed by the rich forms of…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
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Staiano, Amanda; Kihm, Holly S.; Sandoval, Patricia – Journal of Family and Consumer Sciences, 2018
Obesity and weight management in children and youth continue to be challenging to address, affecting one-third of children and adolescents in the United States. Fewer than half of children (ages 6-11 years) and 8% of adolescents meet recommendations for daily physical activity. However, exergaming (a physical form of controlling video games) has…
Descriptors: Physical Activities, Video Games, Obesity, Body Weight
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Acosta, Melanie M.; Denham, André R. – Urban Review: Issues and Ideas in Public Education, 2018
Educational game designers and educators are using digital games as a platform for teaching academic content, including multicultural curriculum. However, it is unclear how well digital game-based learning can coexist with the goals of multicultural education for the purpose of meeting the needs of African American children. In this essay, we…
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology
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Lu, Andrew; Chan, Sandra; Cai, Yiyu; Huang, Lihui; Nay, Zin Tun; Goei, Sui Lin – Interactive Learning Environments, 2018
Autism Spectrum Disorder (ASD) is a developmental disorder with different levels of severity. Although the exact causes of ASD is not yet known, nor is there a medical cure for ASD to date, special facilities and schools have been established to help individuals coping better and becoming more independent. With the advancement in Virtual Reality…
Descriptors: Autism, Pervasive Developmental Disorders, Simulated Environment, Educational Technology
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