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McTigue, Erin M.; Solheim, Oddny Judith; Zimmer, Wendi K.; Uppstad, Per Henning – Reading Research Quarterly, 2020
Overall, game-based technology for early reading instruction has not robustly met the learning potentials of young readers. To better understand the effects and limitations of computer-assisted instruction in classrooms, researchers have called for more critical attention to learning theory, methodological selection, and context for learning.…
Descriptors: Game Based Learning, Educational Technology, Educational Games, Reading Instruction
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Clark, Douglas B.; Sengupta, Pratim – Interactive Learning Environments, 2020
This paper situates a critical review of studies that we have conducted within the broader research literature to analyze the affordances of integrating modeling within disciplinarily-integrated games from computational thinking and science as practice perspectives. Across the studies, the analyses pursue two themes: (a) the role of agent-based…
Descriptors: Game Based Learning, Thinking Skills, Computer Games, Science Education
Aldana, Ihmar L. – Online Submission, 2020
This action research study examined the effects of review games using Kahoot! on students' quiz scores as well as student engagement. The study was conducted in a high school geometry classroom at Tiyan High School (THS) in Barrigada, Guam. This study consisted of a sample size of 42 students in the 10th through the 12th grade. The data collected…
Descriptors: Educational Games, High School Students, Secondary School Mathematics, Geometry
Reeves, Thomas; Romine, William; Laffey, James; Sadler, Troy; Goggins, Sean – Grantee Submission, 2020
Mission HydroSci (MHS) is a 3D game-based learning environment and curriculum that supports middle school student learning of water systems science and scientific argumentation. MHS is a rigorous, coherent and engaging 6 to 8-day curriculum with all learning activities and social interactions taking place in the virtual world and with teachers…
Descriptors: Distance Education, Game Based Learning, Computer Simulation, Middle School Students
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Donna Rennar-Potacco; Anymir Orellana; Rita Ramirez-Levine – International Journal of Designs for Learning, 2020
This design case describes design decisions and their impacts during three redesigns of an educational game called the "Rocks and Minerals Challenge." This game was developed as a laboratory supplement for the rocks and minerals component of a university-based geology course. The game has evolved through three distinct design phases:…
Descriptors: Game Based Learning, Educational Games, Geology, College Science
Amorim, Americo Nobre Goncalves Ferreira – ProQuest LLC, 2018
The present work reviewed the literature associated with the low levels of student achievement in literacy among early grade students in Brazil, the problem of practice. Under an ecological systems theory perspective, I identified that the usage of assessments, phonological awareness instruction, and quality learning materials could be key factors…
Descriptors: Kindergarten, Computer Games, Emergent Literacy, Foreign Countries
Rose, Shawn – ProQuest LLC, 2018
With the emergence of more narrative-focused video games, this study attempted to better understand how college students construct meaning through these interactive experiences as a means of understanding social and cultural differences and perspectives. This study explored how playing narrative-focused video games may interconnect with college…
Descriptors: Video Games, Situated Learning, Media Literacy, Play
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Carissoli, C.; Di Natale, A. F.; Caputo, M.; Triberti, S.; La Paglia, F.; La Barbera, D.; Villani, D. – Computers in the Schools, 2019
Despite research having highlighted the positive outcomes of the use of videogames to learn, their integration into school contexts remains rare. Literature recognizes the importance of user's technology acceptance to predict the intention to use and the adoption of new technology in several settings. So far, investigations have primarily focused…
Descriptors: Parent Attitudes, Video Games, Educational Environment, Game Based Learning
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Ting, Fridolin Sze Thou; Lam, Wai Hung; Shroff, Ronnie Homi – Education Sciences, 2019
Research has demonstrated the positive impact of active learning on students' learning outcomes, particularly in science, technology, engineering and mathematics (STEM) fields. However, few studies have explored the impact of active learning via problem-based collaborative games in large mathematics classes in the context of Asian tertiary…
Descriptors: Foreign Countries, Active Learning, Problem Based Learning, College Mathematics
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Vidoni, Carla; André, Mauro – Early Child Development and Care, 2019
Student-designed games (SDG) are a student-centred approach that motivates students to work together while designing and playing their own games based on their ability level. The purpose of this study was to investigate students' social interactions during 11 lessons of SDG focused on target games. Participants were 27 fifth-graders. Lessons were…
Descriptors: Game Based Learning, Design, Interaction, Elementary School Students
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Väljataga, Terje, Ed.; Laanpere, Mart, Ed. – Lecture Notes in Educational Technology, 2019
This volume is a compilation of selected papers that were presented at the annual conference of the International Council of Educational Media (ICEM) in Tallinn, Estonia, on September 5 - 7, 2018. The book reports on recent interdisciplinary research and innovative practices regarding school-wide implementation of digital innovation and connects…
Descriptors: Educational Media, Computer Uses in Education, Educational Innovation, Educational Technology
Colon-Acosta, Nirmaliz – ProQuest LLC, 2019
As new introductory block-based coding applications for young students to learn basic computer science concepts, such as, loops and conditionals, continue to increase in popularity, it is necessary to consider the best method of teaching students these skills. Many of these products continue to exhibit programmatic misconceptions of these concepts…
Descriptors: Coding, Game Based Learning, Instructional Effectiveness, Programming Languages
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Escudeiro, Paula; Teixeira, Dirceu; Galasso, Bruno; Neto, Nuno; Costa, Flávio – International Association for Development of the Information Society, 2019
Serious games have a great potential to help people developing new skills or improving previously existing ones. Deaf and blind community face considerable challenges and difficulties regarding to the acquisition of skills in literacy. The design of serious games to meet the needs of the target groups where the deaf and blind people are struggling…
Descriptors: Skill Development, Game Based Learning, Deafness, Blindness
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Cynthia Cipriano Bullard – Journal of Interdisciplinary Teacher Leadership, 2016
The terms gamification and game-based learning (GBL) are sometimes used interchangeably, but they are not the same. GBL combines video games with educational concepts that allow students to apply their knowledge in an augmented reality (Cheng, Kuo, Lou & Shih, 2012), while gamification is defined as a process: "using game thinking and…
Descriptors: Gamification, Game Based Learning, Differences, Motivation
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Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
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