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Flávio Marques; Leonardo Lignani; João Quadros; Myrna Amorim; Windson Viana; Eduardo Ogasawara; Joel dos Santos – Technology, Knowledge and Learning, 2025
Educational games help reinforce educational concepts. They help students learn through hypothesizing, probing, and reflecting upon the game environment. Understanding the impact of a game is important before deploying it in a class. Recent studies in learning analysis describe methodologies and approaches for analyzing educational games. However,…
Descriptors: Design, Educational Games, Reinforcement, Game Based Learning
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Jon-Chao Hong, Editor – Lecture Notes in Educational Technology, 2024
This book presents the selected papers of the 5th International Conference on Advance in Education and Information Technology (AEIT 2024), which was held in Nagoya, Japan, 2024 January 5-7. With a worldwide increase in technology-enhanced learning in school and industry settings, there has been a progressive increase in the implementation of new…
Descriptors: Technology Uses in Education, Educational Technology, Information Technology, Case Studies
Yuxin Chen – ProQuest LLC, 2023
Adapting to and participating in technology-enhanced classrooms is challenging for both students and teachers. An emerging need in K-12 STEM classrooms is to investigate how students and teachers use learning technology to engage and practice scientific inquiry. Recent researchers have focused on designing orchestration technology to assist…
Descriptors: Elementary Secondary Education, STEM Education, Educational Technology, Educational Games
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Seyedahmad Rahimi; Valerie J. Shute – Educational Technology Research and Development, 2024
Research fields related to learning (e.g., educational technology and learning sciences) have historically focused on what questions using traditional methods (e.g., comparing different learning tools and methods). New methodologies that are grounded in learning, engagement, and motivational theories are needed to additionally address the how…
Descriptors: Evaluation Methods, Psychometrics, Learning Processes, Educational Technology
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Nurah S. Alfares – International Journal of Game-Based Learning, 2025
Vocabulary is crucial for mastering English as a Foreign Language (EFL) skills. Digital Game-Based Learning (DGBL) platforms like Wordwall can enhance active learning by providing multiple-choice, missing, and matching words. The current study aimed to addresses the impact of the Wordwall platform on EFL learners in Saudi Arabia. This study…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Vocabulary Development
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Maria Valentina Toral Murillo; Melissa Fernandez Torres; Karen Itzel Mexicano Muro; Elvira Rodriguez Flores – Journal of Education and e-Learning Research, 2025
Innovations have been made to educational strategies in health sciences to increase intrinsic motivation in students which helps generate a significant and active learning in students with the help of methodologies, such as gamification, using escape rooms (ER) and the use of digital tools, such as the Sectra Table. The objective of this study is…
Descriptors: Foreign Countries, Medical Students, Nursing Students, Student Motivation
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Holbrey, Christine Elizabeth – Technology, Pedagogy and Education, 2020
Traditional lecture theatre environments present significant challenges in higher education, in light of increasingly large and diverse student populations. This small-scale study explores how blended learning through the game-based platform Kahoot! can be used to enhance the learning experience offered to students in these spaces, from the…
Descriptors: Educational Games, Blended Learning, Undergraduate Students, Student Attitudes
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Samira Syal; John L. Nietfeld – Journal of Educational Psychology, 2024
A growing body of research suggests that comprehension of expository texts presented digitally is a challenging endeavor, particularly for children. Many reading interventions, both from traditional classroom settings and computer-based contexts, have focused on much needed strategy instruction but have simultaneously neglected a focus on…
Descriptors: Game Based Learning, Grade 5, Reading Comprehension, Reading Motivation
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Lock, Jennifer; Kim, Beaumie; Koh, Kim; Wilcox, Gabrielle – Canadian Journal for the Scholarship of Teaching and Learning, 2018
Innovative practice in a classroom adds challenges and tensions to programs and institutional structures in higher education. With the recent emphasis on curricula reform, there is a great focus on assessment and pedagogical practices to support student learning. To illustrate the tensions arising from these efforts, we present four pedagogical…
Descriptors: Educational Innovation, Higher Education, Evaluation Methods, Teaching Methods
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DeArmond, Marc C.; Shelton, Brett E.; Hsu, Yu-Chang – International Journal of Game-Based Learning, 2022
While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Educational Technology
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Groff, Jennifer S. – European Journal of Education, 2018
In the last two decades, game-based learning environments have evolved into powerful learning tools. With the growth and evolution in complexity of these innovations, complementary work in game-based assessment design has also begun to take shape and has generated considerable interest among a variety of education stakeholders. This is in part due…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Video Games
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Mustafa Metin; Neslihan Durmus – International Journal of Technology in Education and Science, 2024
The main purpose of the research is to determine teachers' views on the use of digital games in science education. In accordance with this purpose, the research was carried out with the phenomenology method which one of the qualitative research methods, was conducted with eight volunteer science teachers working in different public schools within…
Descriptors: Teacher Attitudes, Computer Games, Science Instruction, Teaching Methods
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J. T. McKeever; L. E. Runceanu – Physical Education and Sport Pedagogy, 2024
Background: Combining Game-Based Approaches, video feedback, and debate of ideas "(débat d'idées)" constitutes an emerging field within pedagogical literature in Physical and Health Education. Nevertheless, more work is needed to understand how this digital tool can be effectively integrated into the teaching and learning process.…
Descriptors: Educational Games, Video Technology, Visual Aids, Student Centered Learning
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Daniyarova, Akmaral; Suad, Alwaely; Vecherinina, Elena; Seluch, Marina; Ananishnev, Vladimir – World Journal on Educational Technology: Current Issues, 2022
The authors examine the pros and cons of games in the context of increasing students' creativity and scientific competence. Research materials and methods consisted of two tests. The first included the use of 7 pedagogical methods that are valid for the mental diagnosis of students: speed of thinking; method of thinking flexibility; method of…
Descriptors: Educational Games, Creativity, Teaching Methods, Cognitive Processes
Online Learning Consortium, 2022
The purpose of this report is to explore global trends, emerging research, innovative models, and expert insights regarding the future of learning by detailing the present context of a rapidly changing and hyper-connected world. Our innovation framework for describing the future of digital learning, which emerged during the research process,…
Descriptors: Foreign Countries, Educational Technology, Online Courses, Electronic Learning
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