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Fokides, Emmanuel; Atsikpasi, Penelope; Kaimara, Polyxeni; Deliyannis, Ioannis – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This work examines which factors influence user views on the learning effectiveness of serious games. For that matter, a model was developed and tested. Background: Although the impact of serious games on learning is their most widely ex-amined aspect, research is spread thin across a large number of studies having little in common in…
Descriptors: Game Based Learning, Educational Games, Instructional Effectiveness, College Students
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Tilton, Shane – SAGE Open, 2019
Social deception games are games that involve players adopting roles and teams that are not known to all players of the game. One of the components of these types of games is deceiving other players for the purpose of completing goals and tasks. The focus of this case study is to show how social deception games were used to teach aspects of small…
Descriptors: Communication (Thought Transfer), Deception, Educational Games, Game Based Learning
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Tan, Debbita Ai Lin; Lee, Bee Choo; Ganapathy, Malini; Kasuma, Shaidatul Akma Adi – International Journal of Virtual and Personal Learning Environments, 2019
Kahoot! is a gaming system designed for interactive learning and can be utilised for students of all ages. The present study involved two groups of Malaysian ESL students(n = 57) enrolled in a remedial English proficiency course in a public university. All 57 participants were exposed to weekly Kahoot! sessions over a period of one semester; the…
Descriptors: Second Language Learning, Foreign Countries, English (Second Language), Student Attitudes
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Kong, Nan – INFORMS Transactions on Education, 2019
With widening application of systems modeling and simulation in healthcare industry, relevant courses have been created in many undergraduate biomedical engineering curricula to address the need in workforce development. However, it is challenging to teach systems modeling and simulation and effective teaching is demanded. To answer the call, I…
Descriptors: Educational Games, Teaching Methods, Biomedicine, Engineering Education
Levy, Christopher – ProQuest LLC, 2019
The purpose of this qualitative case study research is to understand the professional development needed for elementary school (Grades K-6) educators to effectively teach computer science as part of the Computer Science for All initiative. Two research statements guided this study: Professional development training is needed for Florida elementary…
Descriptors: Faculty Development, Elementary School Teachers, Computer Science Education, Educational Technology
Zhou, Ting – ProQuest LLC, 2019
The purpose of this study was to explore the variables that might affect the learning outcomes of a serious game for disaster preparedness. Literature review in the field has revealed a number of variables that might have effects on the learning outcome with serious games, including: prior knowledge, in game guidance, gaming frequency, and playing…
Descriptors: Emergency Programs, Educational Games, Game Based Learning, Instructional Effectiveness
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Williams-Pierce, Caro; Plaxco, David; Reimer, Paul N.; Simpson, Amber; Orrill, Chandra Hawley; Burke, James P.; Sinclair, Nathalie; Guyevskey, Victoria; Ellis, Amy B.; Dogan, Muhammed F. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2019
Mathematical play has a fairly short history, with strong roots further back in time (e.g., Papert, Montessori), and understanding the role of mathematical play from early childhood to adulthood is, as yet. unmapped. This working group will build on the success of last year's working group and continue to provide a community space to explore and…
Descriptors: Mathematics Instruction, Play, Mathematics Activities, Age Differences
Freiderikos Valetopoulos, Editor; Nicoleta Laura Popa, Editor; Rebeca Hernández, Editor – Peter Lang Publishing Group, 2025
The present volume constitutes a singular contribution to its field on several counts. First and foremost, it is an outcome of a joint research effort by members of various European higher education institutions who have cooperated within the framework of the European Campus of City Universities Project (EC2U). It is an initiative that brings…
Descriptors: Higher Education, Educational Policy, Universities, Language Planning
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Tanase, Madalina – Journal of Pedagogical Research, 2020
Demographic data show an increasingly diverse student population in all urban settings. This contrasts with the teacher force, which is predominately middle class, female, monolingual, and of European ancestry. This discrepancy adds complexity to an already complex profession. To bridge this cultural gap, researchers advocate for a change in the…
Descriptors: Culturally Relevant Education, Secondary School Teachers, Mathematics Teachers, Science Teachers
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Ruiperez-Valiente, Jose A.; Gaydos, Matthew; Rosenheck, Louisa; Kim, Yoon Jeon; Klopfer, Eric – IEEE Transactions on Learning Technologies, 2020
Learning games have great potential to become an integral part of new classrooms of the future. One of the key reported benefits is the capacity to keep students deeply engaged during their learning process. Therefore, it is necessary to develop models that can measure quantitatively how learners are engaging with learning games to inform game…
Descriptors: Behavior Patterns, Learner Engagement, Learning Analytics, Computer Games
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Gündüz, Abdullah Yasin; Akkoyunlu, Buket – SAGE Open, 2020
The success of the flipped learning approach is directly related to the preparation process through the online learning environment. It is clear that the desired level of academic achievement cannot be reached if the students come to class without completing their assignments. In this study, we investigated the effect of the use of gamification in…
Descriptors: Instructional Effectiveness, Game Based Learning, Flipped Classroom, Rewards
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Rivera-Trigueros, Irene; Sánchez-Pérez, María del Mar – Teaching English with Technology, 2020
This study aims to analyse motivation in the English as a Foreign Language (EFL) secondary classroom through gamification. To this end, a gamification proposal based on "Game of Thrones" TV series was designed. "Classcraft," an online role-playing platform, was used to create a gaming scenario in the classroom. The proposal was…
Descriptors: Educational Games, Role Playing, Student Motivation, English (Second Language)
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Dimitra, Kirstavridou; Konstantinos, Kousaris; Christina, Zafeiriou; Katerina, Tzafilkou – European Educational Researcher, 2020
The interest towards game-based learning (GBL) is continuously growing worldwide. However, several countries still face difficulties to efficiently implement GBL approaches in their Educational Institutions. This literature review is focused on the identification of the main types of GBL approaches that have been recently implemented in…
Descriptors: Foreign Countries, Game Based Learning, Teaching Methods, Educational Games
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Ouariachi, Tania; Elving, Wim – Electronic Journal of e-Learning, 2020
To have sustainable societies, we need to accelerate the energy transition towards clean energy solutions, however, awareness and understanding of the process as well as intentions to change behaviors are still limited, especially among young people. An optimal balance considering the point of view from all parties involved is out of sight without…
Descriptors: Energy Conservation, Educational Games, Game Based Learning, Instructional Effectiveness
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Chan, Chung-Shing; Chan, Yat-hang; Fong, Tsz Heung Agnes – International Research in Geographical and Environmental Education, 2020
This paper introduces an e-Learning for urban tourism education through a scenario-based game of a hypothetical city. This scenario game set a good example to integrate components of e-Learning, gamification and scenario-based platform in tourism geography and planning education. This study evaluated the effectiveness of urban tourism scenario…
Descriptors: Urban Areas, Tourism, Game Based Learning, Teaching Methods
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