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Liu, Min; Lee, Jaejin; Kang, Jina; Liu, Sa – Technology, Knowledge and Learning, 2016
Using a multi-case approach, we examined students' behavior patterns in interacting with a serious game environment using the emerging technologies of learning analytics and data visualization in order to understand how the patterns may vary according to students' learning characteristics. The results confirmed some preliminary findings from our…
Descriptors: Case Studies, Student Behavior, Behavior Patterns, Games
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Novak, Elena; Tassell, Janet Lynne – British Journal of Educational Technology, 2015
This dataset includes a series of 30 education-related majors' performance measures before and after they completed a 10-hour video game practice in a computer lab. The goal of the experimental study was to examine the effects of action video gaming on students' mathematics performance and mathematics anxiety as mediated by the effect of attention…
Descriptors: Video Games, Drills (Practice), Educational Games, Teaching Methods
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Shroff, Ronnie Homi; Ting, Fridolin Sze Thou; Lam, Wai Hung – Australasian Journal of Educational Technology, 2019
This article reports on the design, development, and validation of a new instrument, the Technology-Enabled Active Learning Inventory (TEAL), to measure students' perceptions of active learning in a technology-enabled learning context. By laying the theoretical foundation, a conceptual framework for technology-enabled active learning was…
Descriptors: Student Attitudes, Active Learning, Validity, Measures (Individuals)
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Lakanen, Antti-Jussi; Kärkkäinen, Tommi – ACM Transactions on Computing Education, 2019
Short-term outreach interventions are conducted to raise young students' awareness of the computer science (CS) field. Typically, these interventions are targeted at K--12 students, attempting to encourage them to study CS in higher education. This study is based on a series of extra-curricular outreach events that introduced students to the…
Descriptors: Program Effectiveness, Programming, Outreach Programs, Intervention
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Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina – Computers in the Schools, 2014
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…
Descriptors: Educational Games, Computer Games, Educational Environment, Educational Needs
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McBride, Holly – Social Studies, 2014
Students in this post-industrial technological age require opportunities for the acquisition of new skills, especially in the marketplace of innovation. A pedagogical strategy that is becoming more and more popular within social studies classrooms is the use of computer and video games as enhancements to everyday lesson plans. Computer/video games…
Descriptors: Social Studies, Computer Games, Video Games, Teaching Methods
Moorthy, Savitha; Hupert, Naomi; Llorente, Carlin; Pasnik, Shelley – Education Development Center, Inc., 2014
This report presents results from the "CPB-PBS Ready To Learn PEG+CAT" Content Study. "PEG+CAT" is a unique transmedia property that emphasizes early mathematics and problem solving. Each episode is structured around a specific mathematical problem the characters are trying to solve together. It includes video episodes,…
Descriptors: Multimedia Instruction, Mathematics Instruction, Problem Solving, Preschool Children
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Hämäläinen, Raija; De Wever, Bram – International Journal of Computer-Supported Collaborative Learning, 2013
This study focuses on vocational education teachers' instructional activities in a new technology-enhanced learning (TEL) setting. A content analysis is applied to investigate teachers' and students' interactions in a 3D game context. The findings illustrate that when teachers' and students' interactions are mediated by a…
Descriptors: Technology Uses in Education, Educational Technology, Vocational Education, Educational Games
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Roca-González, Cristina; Martin-Gutierrez, Jorge; García-Dominguez, Melchor; Carrodeguas, Mª del Carmen Mato – EURASIA Journal of Mathematics, Science & Technology Education, 2017
The present study assessed a short training experiment to improve spatial abilities using two tools based on virtual technologies: one focused on manipulation of specific geometric virtual pieces, and the other consisting of virtual orienteering game. The two tools can help improve spatial abilities required for many engineering problem-solving…
Descriptors: Engineering Education, Spatial Ability, Computer Uses in Education, Computer Simulation
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Moy, Brendan; Renshaw, Ian; Davids, Keith; Brymer, Eric – Physical Education and Sport Pedagogy, 2019
Background: In recent years, there has been considerable interest in the evolution of physical education teaching practice from a traditional "teacher-centred approach" to a "student-centred approach." Consequently, research has focused on questions about the changing conceptions of the teaching and learning process, that is,…
Descriptors: Teaching Methods, Physical Education Teachers, Learning Processes, Student Centered Learning
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Pratiwi, Ika; Putri, Ratu Ilma Indra; Zulkardi – Journal on Mathematics Education, 2019
This study aimed to produce a set of PISA-like mathematics problems content of uncertainty and data using long jump context in Asian Games that were valid, practical and had potential effects on the ability of the students' mathematical literacy. This study used the design research method of development studies type in two stages, preliminary and…
Descriptors: High School Seniors, Mathematics Skills, Problem Solving, Athletics
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Jirout, Jamie J.; Newcombe, Nora S. – Mind, Brain, and Education, 2014
Games provide important informal learning activities for young children, and spatial game play (e.g., puzzles and blocks) has been found to relate to the development of spatial skills. This study investigates 4- and 5-year-old children's use of scaled and unscaled maps when solving mazes, asking whether an important aspect of spatial…
Descriptors: Maps, Games, Puzzles, Spatial Ability
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Mulcahy, Colm; Goetz, Albert – Mathematics Teacher, 2014
This article begins with three brain teasers, and the answers, provided at the end of the article, may prove surprising. Figuring out why they are correct leads the reader to delightful "aha" moments. The kinds of "aha!" moments that result from solving these challenges for yourself were held in high estimation by the person…
Descriptors: Mathematics Instruction, Teaching Methods, Problem Solving, Student Motivation
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Shaw, Doug J.; Miller, Catherine M. – Mathematics Teacher, 2015
Since 1950, the Prisoner's Dilemma has intrigued economists and amused fans of mathematics. It presents a situation in which two players acting to their own advantage do not do as well together as two players whose actions oppose their individual interests--hence, the dilemma. Variations of the Prisoner's Dilemma have appeared in diverse…
Descriptors: Game Theory, Mathematics Education, Mathematics Activities, Mathematical Logic
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Leong, Siow Hoo; Tang, Howe Eng – Online Submission, 2017
The most important ingredient of the pedagogy for teaching non-majors is getting their engagement. This paper proposes to use gamification to engage non-majors. An innovative game termed as Cover the Hungarian's Zeros is designed to tackle the common weakness of non-majors mathematics in solving the assignment problem using the Hungarian Method.…
Descriptors: Educational Technology, Nonmajors, Mathematics Instruction, Learner Engagement
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