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Ruiperez-Valiente, Jose A.; Kim, Yoon Jeon; Baker, Ryan S.; Martinez, Pedro A.; Lin, Grace C. – IEEE Transactions on Learning Technologies, 2023
Previous research and experiences have indicated the potential that games have in educational settings. One of the possible uses of games in education is as game-based assessments (GBA), using game tasks to generate evidence about skills and content knowledge that can be valuable. There are different approaches in the literature to implement the…
Descriptors: Affordances, Game Based Learning, Student Evaluation, Multivariate Analysis
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Kanako Fukuda; Tsuyoshi Sashima – Journal of Visual Impairment & Blindness, 2024
Introduction: There are major differences when children with blindness perform construction tasks using haptics, without relying on sight, compared to when children with typical vision perform them through sight. When using sight, in all of the processes, the overall image can be grasped simultaneously while executing the task. When using haptics,…
Descriptors: Visual Impairments, Puzzles, Tactual Perception, Blindness
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Alberto Arnal-Bailera – PRIMUS, 2024
This article presents a reflection on a teaching experience involving the use of the Brügner tangram, an interesting but little-known manipulative material. It details an activity conducted as part of an undergraduate mathematics education course for prospective primary school teachers. The main objective of this paper is to present the…
Descriptors: Undergraduate Students, Mathematics Instruction, Graphs, Teaching Methods
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Bofferding, Laura; Chen, Lizhen; Kocabas, Sezai; Aqazade, Mahtob – Education Sciences, 2022
Elementary students' early development of embedding and disembedding is complex and paves the way for later STEM learning. The purpose of this study was to clarify the factors that support students' embedding (i.e., overlapping shapes to form a new shape) and disembedding (i.e., identifying discrete shapes within another shape) through the use of…
Descriptors: Grade 1, Grade 3, Puzzles, Cognitive Processes
Warat Khaewratana – ProQuest LLC, 2022
One challenge in STEM education is the learning of technical terms. In order to reason about higher-order scientific concepts, knowledge of technical vocabulary is often a prerequisite. Improving this knowledge may enhance the learning of higher-order concepts because it reduces cognitive load students experience while learning. To that end, we…
Descriptors: Puzzles, Learning Activities, Vocabulary Development, STEM Education
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Williams-Pierce, Caro; Thevenow-Harrison, Jordan T. – Journal of the Learning Sciences, 2021
Most research on mathematical play and learning is focused on early childhood. This study examines how mathematical play and learning manifest in older children in a mathematical videogame designed by the first author, "Rolly's Adventure." We examined how players experienced mathematical play as they played "Rolly's Adventure,"…
Descriptors: Mathematics Education, Play, Video Games, Failure
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Hyacinth Balediata Bangero – Communication Teacher, 2024
ePUZSOLVED is designed to help students understand the general communication models and experience the advantages and disadvantages of each. It will highlight how various modes of communication, when used appropriately, may lead people to solve problems, as exemplified by the online puzzle. Courses: Introduction of Communication Models, Review of…
Descriptors: Puzzles, Interactive Video, Communication Strategies, Problem Solving
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Thitima Srivatanakul – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification, including game-based learning (GBL), is a widely recognized pedagogical approach used for imparting and reinforcing cybersecurity knowledge and skills to learners. One innovative form of GBL gaining popularity across various educational levels, from secondary schools to professional development, is escape room-style education. This…
Descriptors: Computer Security, Problem Solving, Gamification, Undergraduate Students
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Sonja Hahn; Marie-Luise Springmann; Tamara Denninger; Mechthild Kiegelmann – Journal of Learning Development in Higher Education, 2025
When designing learning scenarios for first-semester university students, instructional developers should not only impart knowledge and skills but also support transition to university, for example by providing opportunities to build a sense of belonging. In our case study, we illustrate how we addressed these goals by creating a motivating…
Descriptors: Puzzles, Role Playing, Sense of Belonging, Communication Skills
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Malucelli, Federico; Fantinati, Matteo – Education 3-13, 2022
In the early years of school, pupils have a very positive approach towards any new topic. Very often, the first contact with mathematics in the Italian school risks giving a limited and somehow negative impression, generating long-lasting effects. In this paper, we report on a series of experiences carried out in a second-year class of a primary…
Descriptors: Student Experience, Creativity, Mathematics Education, Elementary School Science
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K. Megan Carpenter; Anthony D. Cunningham; Laura Smith; Kelly Krigbaum – Journal of Occupational Therapy Education, 2023
Healthcare continues toward team-based approaches in which multiple disciplines collaborate to ensure holistic patient care. National standards for intraprofessional collaboration guide curriculum design for entry-level occupational therapy (OT) and occupational therapy assistant (OTA) programs to ensure students acquire specific skills and…
Descriptors: Occupational Therapy, Interdisciplinary Approach, Game Based Learning, Puzzles
Susan Gasson – Sage Research Methods Cases, 2024
This case details a narrative inquiry into the experiences of early career researcher pathways. I conducted conversations with eight early career researchers from three different continents to collect the data for the study. During the study I developed and applied to my data a novel jigsaw analytical process. That process exposes tensions within…
Descriptors: Personal Narratives, Ethics, Researchers, Research Methodology
Dragana Martinovic, Editor; Marcel Danesi, Editor – Springer, 2025
This book focuses on the potential contributions of Artificial Intelligence (AI) for enhancing mathematics education. It includes rationales for an AI-oriented pedagogical model, such as interdisciplinarity and even sensitivity to crucial world issues, such as climate change. The chapters in this book highlight what the new age of mathematics…
Descriptors: Mathematics Instruction, Teaching Methods, Artificial Intelligence, Computer Software
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Cerri Mirasol, Jessica; Walker, Lizzy – New Review of Academic Librarianship, 2020
Escape rooms are used in a myriad of ways by businesses, teachers, and public libraries. They can be a great way to encourage team building, learning, and simply having fun in a non-threatening environment. This case study presents an innovative approach to engaging students, faculty, and community by using and showcasing unique academic library…
Descriptors: Academic Libraries, Library Materials, Special Libraries, Puzzles
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Kassem Hallal; Sami Tlais – Journal of Chemical Education, 2023
Educational games are effective learning tools frequently used to motivate students and enhance their engagement in the learning process. Using these games in challenging courses, such as organic chemistry, creates a more engaging and student-friendly learning environment that can enhance students' learning. Drawing organic compounds and…
Descriptors: Organic Chemistry, Science Instruction, Puzzles, Teaching Methods
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