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Bower, Corinne A.; Zimmermann, Laura; Verdine, Brian N.; Pritulsky, Calla; Golinkoff, Roberta Michnick; Hirsh-Pasek, Kathy – Developmental Science, 2022
Spatial skills support STEM learning and achievement. However, children from low-socioeconomic (SES) backgrounds typically lag behind their middle- and high-SES peers. We asked whether a digital educational app--designed to mirror an already successful, spatial assembly training program using concrete materials--would be as effective for…
Descriptors: Spatial Ability, Preschool Children, Low Income Groups, Computer Oriented Programs
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Moffett, Jenny; Cassidy, Dara – Online Learning, 2023
There is increasing interest in the application of game-based learning approaches to education. Educators across a wide range of contexts are using digital games such as educational escape rooms to promote learner motivation and support skills development. Whilst the literature describes multiple game-based learning theories that can underpin such…
Descriptors: Educational Games, Puzzles, Design, Thinking Skills
Dima Kassab – ProQuest LLC, 2023
The purpose of this research was to gain a better understanding of the impact of game mechanics on developing collaborative problem solving (CPS) skills. CPS skills are important for the complex work environments of the 21st century, and games appear to provide potential learning experiences where such skills can develop. The research questions of…
Descriptors: Puzzles, Educational Games, Cooperative Learning, Problem Solving
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Anna Bertram; Charlotte A. Clark; Kyle W. Galloway; Oscar Siles Bru¨gge; Andrew Nortcliffe – Journal of Chemical Education, 2025
We present the development and evaluation of "da Vinci's Curse", a chemistry escape room experience designed to consolidate laboratory skills in a fun and interactive setting. Inspired by the maestro, Leonardo da Vinci, the escape room challenges students to complete a series of puzzles in teams to escape "da Vinci's Curse".…
Descriptors: Educational Games, Science Education, Chemistry, Skill Development
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Marulis, Loren M.; Nelson, Lindsey J. – Metacognition and Learning, 2021
Metacognition--knowledge, monitoring, and regulation of cognition--is key to learning and academic achievement. This is robustly supported for K-12 and higher education learners while empirical evidence in early childhood is encouraging but limited. To address these gaps in the literature, our first goal was to investigate early metacognition…
Descriptors: Metacognition, Executive Function, Learning Motivation, Problem Solving
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Mario Wolf; Michael Montag; Heinrich Söbke; Florian Wehking; Christian Springer – Electronic Journal of e-Learning, 2024
Escape rooms are an established game genre that has become popular in educational contexts in recent years. Digital escape rooms are variations, which use digital environments and may be played by participants not present on site. Compared to physical escape rooms, digital escape rooms are characterised by lower implementation and application…
Descriptors: Computer Simulation, Web Sites, Educational Games, Puzzles
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Mónica Stella Cárdenas Claros; Ximena Paola Buendía Arias; Kimberley Dassonvalle – Educational Action Research, 2024
The identification of suitable topics in action research can be challenging due to the complex nature of the educational context and the diverse factors that influence problem identification processes. This qualitative multi-case study explores problem identification among pre-service teachers involved in action research (AR). Twenty-nine…
Descriptors: Puzzles, Identification, Preservice Teachers, Action Research
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Jane Ferns; Natasha Hawkins; Alexandra Little; Mohammad Hamiduzzaman – Innovations in Education and Teaching International, 2024
Interprofessional education is a key component of preparing health professional students to become collaborative practice-ready graduates. In the design and delivery of activities, educators seek ways to enhance student participation and learning with the goal of developing students' collaborative practice capabilities. Traditionally, learning…
Descriptors: Educational Games, Puzzles, Interprofessional Relationship, Professional Education
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Nabojit Kar; Chuanliang Huang; Sanjay Sridhar; Madison E. Edwards; Suchismita Ghosh; Marie E. Nikolov; Bianca Paranzino; Xin Yan; Katherine A. Willets; Xingchen Ye; Sara E. Skrabalak – Journal of Chemical Education, 2024
In contemporary society, cultivating scientific literacy among the public is imperative for informed decision-making on matters influencing general well-being. Here, we report the multifaceted activity Magnifying Minds as a collaboration between artists and scientists to enhance scientific literacy through public art. Murals as a medium for…
Descriptors: Integrated Activities, Painting (Visual Arts), Artists, Scientists
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Matt Offord; Sarah Honeychurch; Nick Quinn; Matthew Barr; Helen Mullen – Journal of Learning Development in Higher Education, 2022
This case study aims to highlight the ease of use and effectiveness of an escape room game by describing how it was implemented in an undergraduate business course. The case study demonstrates the simplicity of a straightforward text-based game and how this was used in a large course of online students. Our case study aims to present our…
Descriptors: Puzzles, Educational Games, Undergraduate Students, Business Education
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Tofel-Grehl, Colby; Searle, Kristin; Ball, Douglas; Jeong, Soojeong – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2023
As computing becomes an essential component of professional practice across science, technology, engineering, and mathematics (STEM) fields, integration of computing across content areas in K-12 classrooms is also becoming important. Particularly within science classrooms, computer science and computational thinking (CS/CT) are novel and necessary…
Descriptors: Science Instruction, Physics, Elementary Secondary Education, Computation
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Knutsen, Dominique; Brunellière, Angèle – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2023
During dialogue, people reach mutual comprehension through the production of feedback markers such as "yeah" or "okay." The purpose of the current study was to determine if mental load affects feedback production, as there is currently no consensus as to how mental load constrains the way in which dialogue partners reach mutual…
Descriptors: Cognitive Processes, Difficulty Level, Interpersonal Communication, Dialogs (Language)
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Shaw, Neil – Journal of Pedagogical Research, 2023
Attention-based learning tasks of modern classrooms require processing of information in working memory. Not much is known about the cognitive processes operating during these tasks. To gain an understanding of the processes that support cognitive functions like learning, we have monitored the activity of the brain waves emanating from the frontal…
Descriptors: Cognitive Processes, Brain Hemisphere Functions, High School Students, Short Term Memory
Rachel Schechter; Isabella Ilievski; Kenny Lam; Paul Chase – Online Submission, 2025
This study evaluated the effectiveness of Edpuzzle, an interactive media learning tool, in enhancing student achievement in Math and English Language Arts (ELA) among grades 3-11 students in a participating California school district during the 2023-2024 academic year. Employing a retrospective design, the evaluation analyzed Edpuzzle usage data…
Descriptors: Language Arts, Academic Achievement, Elementary School Students, Secondary School Students
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Li Ye; Ruoyan Wang; Yongxin Hang – Journal of Educational Computing Research, 2024
The pedagogical value and global relevance of heritage education regarding the safeguarding of global tradition and practice for future generations is indisputable. This research aims to investigate the efficacy of integrating a puzzle-based game, with scaffolding strategies, to enhance students' understanding and appreciation of cultural heritage…
Descriptors: College Students, Game Based Learning, Scaffolding (Teaching Technique), Heritage Education
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