NotesFAQContact Us
Collection
Advanced
Search Tips
What Works Clearinghouse Rating
Does not meet standards1
Showing 481 to 495 of 1,518 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Ching-Huei – Educational Technology Research and Development, 2019
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four…
Descriptors: Peer Relationship, Computer Games, Competition, Outcomes of Education
Hulse, Taylyn; Daigle, Maria; Manzo, Daniel; Braith, Lindsay; Harrison, Avery; Ottmar, Erin – Grantee Submission, 2019
This paper examines whether using "From Here to There!" ("FH2T:E"), a dynamic game-based mathematics learning technology relates to improved early algebraic understanding. We use student log files within FH2T to explore the possible benefits of student behaviors and gamification on learning gains. Using in app measures of…
Descriptors: Elementary School Students, Elementary School Mathematics, Mathematics Education, Algebra
Peer reviewed Peer reviewed
Direct linkDirect link
Sung, Woonhee; Black, John B. – Journal of Research on Technology in Education, 2021
This study examined what factors might have a positive impact on students' learning outcomes in mathematical understanding and computational thinking skills. Specifically, whether the proposed instructional design combining computational perspectives and an embodied approach in mathematics learning improves (a) mathematics learning, (b)…
Descriptors: Instructional Design, Mathematics Instruction, Teaching Methods, Outcomes of Education
Peer reviewed Peer reviewed
Direct linkDirect link
Khamparia, Aditya; Pandey, Babita; Mishra, Brijendra Pratap – Education and Information Technologies, 2020
In conventional classroom driven instructor training, disabled student achieved low personality & motivation, more mental load due to lack of practical learning and unsuitable usage of learning material through different simulated contexts. Therefore, intent of proposed study is to integrate microworld game-based learning to different learning…
Descriptors: Students with Disabilities, Game Based Learning, Physical Disabilities, Elementary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Cloft, Kristal – Mathematics Teacher, 2018
Many ways exist to engage students without detracting from the mathematics. Certainly some are high-tech options, such as video games, online trivia sites, and PowerPoint® presentations that follow the same model as Jeopardy; but sometimes low-tech options can be just as powerful. One exciting way to connect with students is by incorporating…
Descriptors: Mathematics Instruction, Learner Engagement, Mathematics Activities, Educational Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Hung, Aaron Chia Yuan – International Journal of Teaching and Learning in Higher Education, 2018
Gamification, which introduces game mechanics into a non-game setting, has been considered a potential way to improve student learning, motivation, and engagement. Empirical studies of gamification often focus on students' outcomes and/or their perceptions of the gamified system while giving less attention to the rationale behind the…
Descriptors: Educational Games, Teaching Methods, Student Motivation, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Sevian, Hannah; Couture, Steven – Chemistry Education Research and Practice, 2018
Problem solving is lauded as beneficial, but students do not all learn well by solving problems. Using the resources framework, Tuminaro J., and Redish E. F., (2007), Elements of a cognitive model of physics problem solving: Epistemic games, "Physical Review Special Topics-Physics Education Research," 3(2), 020101 suggested that, for…
Descriptors: Problem Solving, Physics, Science Instruction, Educational Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rachman, Angraeny Unedia – Online Submission, 2018
The purpose of this study was to improve children's cognitive ability of Group A in ECE Yasmin Jember, which was focused on (1) the ability to recognize simple concepts in daily life; (2) the ability to observe and curiosity; (3) the ability to classify; (4) the ability to relate cause and effect. This study was conducted by using qualitative…
Descriptors: Cognitive Ability, Early Childhood Education, Learning Processes, Problem Solving
Peer reviewed Peer reviewed
Direct linkDirect link
Lee, Yu-Hao – International Journal of Game-Based Learning, 2013
Based on theories from problem-based learning, this study content analyzed how educational messages are communicated to players in 108 web-based educational games. An argument of digital game based learning was also examined. Specifically the argument that good games will engage players with problems to solve, include more learning features to…
Descriptors: Environmental Education, Educational Games, Content Analysis, Educational Principles
Peer reviewed Peer reviewed
Direct linkDirect link
Bell, Amanda; Gresalfi, Melissa – Technology, Knowledge and Learning, 2017
Digital games have demonstrated great potential for supporting students' learning across disciplines. But integrating games into instruction is challenging and requires teachers to shift instructional practices. One factor that contributes to the successful use of games in a classroom is teachers' experience implementing the technologies. But how…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Middle School Students
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Pløhn, Trygve – Electronic Journal of e-Learning, 2014
Pervasive gaming is a new and emerging gaming genre where the physical and social aspects of the real world are integrated into the game and blends into the player's everyday life. Given the nature of pervasive games, it may be possible to use that type of game as a tool to support learning in a university course by providing a gameplay where the…
Descriptors: Teaching Methods, Design, Educational Technology, Interviews
Peer reviewed Peer reviewed
Direct linkDirect link
Demirel, Turgay; Karakus Yilmaz, Turkan – British Journal of Educational Technology, 2019
The goal of this study is to determine the effectiveness of mind games played by secondary school sixth grade students as classroom activities in math and grammar courses on their perceived problem-solving skills and achievements. In the quantitative part of the study, the nonequivalent groups pre-test--post-test control group design from…
Descriptors: Problem Solving, Secondary School Students, Teaching Methods, Foreign Countries
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Meletiadou, Eleni – IAFOR Journal of Education, 2023
To prepare their students for the increasingly demanding workplace of the 21st century, business schools resort to using experiential learning techniques to make explicit connections between knowledge and experiences students already have, encouraging them to make their own interpretations. In this case study, 50 multilingual students participated…
Descriptors: Multilingualism, English (Second Language), Second Language Learning, Second Language Instruction
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Bartholdy, Stephan; Kipman, Ulrike – Journal of Global Education and Research, 2019
Complex Problem Solving (CPS) can be defined as those psychological processes that enable a person to achieve goals under complex conditions, which are characterized by their complexity, connectivity, dynamics, lack of transparency, and polytely. Although many hypothesized influences have previously been tested concerning their relevance for the…
Descriptors: Problem Solving, Academic Achievement, Psychological Patterns, Student Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Xingliang; Mitrovic, Antonija; Mathews, Moffat – International Journal of Artificial Intelligence in Education, 2019
Agency refers to the level of control the student has over learning. Most studies on agency in computer-based learning environments have been conducted in the context of educational games and multimedia learning, while there is little research done in the context of learning with Intelligent Tutoring Systems (ITSs). We conducted a study in the…
Descriptors: Problem Solving, Intelligent Tutoring Systems, Educational Games, Independent Study
Pages: 1  |  ...  |  29  |  30  |  31  |  32  |  33  |  34  |  35  |  36  |  37  |  ...  |  102