NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 751 to 765 of 2,547 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Minji Jeon; Kathleen Jantaraweragul; Anne Ottenbreit-Leftwich; Cindy Hmelo-Silver; Krista Glazewski; Bradford Mott; James Lester; Cathy Ringstaff – International Journal of Designs for Learning, 2024
The PrimaryAI project focuses on developing an upper elementary integrated curriculum that covers life science, artificial intelligence (AI), and computer science concepts. The PrimaryAI curriculum uses both problem-based learning (PBL) and game-based learning (GBL) to engage students and situates the curriculum in a real-world context. The…
Descriptors: Inquiry, Artificial Intelligence, Technology Uses in Education, Elementary School Students
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Addison Davis – English in Texas, 2024
As a teacher in the San Antonio Independent School District, Addison Davis encountered a significant challenge--maintaining student engagement during the last periods of the school day. These periods often felt like a battle between his students' growing restlessness and his efforts to keep them focused on the content. Initially, he relied heavily…
Descriptors: Teaching Methods, Preferences, English Instruction, Handwriting
Peer reviewed Peer reviewed
Direct linkDirect link
Indriasari, Theresia Devi; Luxton-Reilly, Andrew; Denny, Paul – Education and Information Technologies, 2020
We present the first systematic review of the use of gamification in educational peer review activities. The goal of this work is to understand how gamification has been used to engage students in peer review activities and to summarize the empirical evidence for its effectiveness. Our main contribution is the presentation of a general model of…
Descriptors: Game Based Learning, Peer Evaluation, Feedback (Response), STEM Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Chitiyo, George; Zagumny, Lisa; Littrell, Michael N.; Besnoy, Kevin; Akenson, Ashley B.; Davis, Krista M.; Ablakwa, Cephas; Lastres, Marlana – Brock Education: A Journal of Educational Research and Practice, 2021
This paper explores students' perceptions of the benefits of chess-based instruction as part of an evaluation of a Chess in Schools (CIS) program implemented in 2017-2018 by a State Department of Education in the southeastern United States. The data were collected using a cross-sectional survey administered to students at the end of the academic…
Descriptors: Student Attitudes, Games, Educational Benefits, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Fernandez-Antolin, Maria-Mar; del Río, José Manuel; Gonzalez-Lezcano, Roberto-Alonso – International Journal of Technology and Design Education, 2021
Education for sustainable development is considered a key element of quality. However, nearly-graduated students of architecture perceive that during their training there is a lack in the use of innovative teaching materials such as building simulation performance tools (BPSTs). This document examines the material included in the architectural…
Descriptors: Game Based Learning, Technical Institutes, College Students, Student Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Teng, Yuan-Yu; Chou, Wen-Chi; Cheng, Meng-Tzu – Journal of Computer Assisted Learning, 2021
This study contributed to the current body of literature on game-based learning by investigating the way playing an educational game, "Humunology," affected learning about the immune system and examining further the association between game immersion and visual attention distribution. A total of 79 undergraduate and graduate students…
Descriptors: Physiology, Game Based Learning, Outcomes of Education, Educational Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Fajri, Faridiah Aghadiati; Haribowo P., R. Y. Kun; Amalia, Nurisqi; Natasari, Dina – International Journal of Evaluation and Research in Education, 2021
The digital world demands graduates who are accustomed to deal with technology. Blended learning is one of the strategies by combining online media with face-to-face classes. It cannot be denied that students who interact with technology experience stress and tension. This condition have an impact on the learning process so that a way out is…
Descriptors: Game Based Learning, Electronic Learning, Stress Variables, Stress Management
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sun, Liping; Chen, Xiaojun; Ruokamo, Heli – International Journal of Technology in Teaching and Learning, 2021
In primary education, digital games give students the opportunity to explore and participate in digital learning environments. Several researchers have found that digital game-based learning in primary education has many benefits. However, studies have also identified certain problems related to the use digital games in learning. This paper…
Descriptors: Video Games, Game Based Learning, Learning Activities, Elementary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Ong, Jonathan Sing Huat; Mohan, Prasanth Rajan; Han, Jia Yi; Chew, Jia Ying; Fung, Fun Man – Journal of Chemical Education, 2021
In light of the COVID-19 pandemic, the transition from traditional face-to-face lectures to online learning, as well as the adoption of technology-enabled active learning in the classroom, has been accelerated. Here, we introduce the use of Telegram as a technological tool to support remote learning by helping students identify gaps in their…
Descriptors: Computer Assisted Testing, Computer Mediated Communication, Chemistry, COVID-19
Peer reviewed Peer reviewed
Direct linkDirect link
Reddy, Pritika; Chaudhary, Kaylash; Sharma, Bibhya; Chand, Darren – Education and Information Technologies, 2021
In the digital age, advocating and improving digital literacy is a global challenge. There have been scales developed to measure individuals' digital literacy competencies; however, intervention programs have been only a few. This research paper articulates design details, validity, reliability and effectiveness of a new online modulated digital…
Descriptors: Game Based Learning, Intervention, Technological Literacy, Pacific Islanders
Peer reviewed Peer reviewed
Direct linkDirect link
Gaudreau, Caroline; Bustamante, Andres S.; Hirsh-Pasek, Kathy; Golinkoff, Roberta Michnick – Mind, Brain, and Education, 2021
"Parkopolis," the life-sized board game, was designed to promote conversation and science, technology, engineering, and mathematics (STEM) learning. We investigated whether this exhibit also prompted questioning. Caregivers' and children's STEM-related question-asking was compared between Parkopolis (i.e., experimental group) and a…
Descriptors: Games, Game Based Learning, Questioning Techniques, Child Caregivers
Peer reviewed Peer reviewed
Direct linkDirect link
Sharpe, Ashlyn N.; Joslyn, P. Raymond – Education and Treatment of Children, 2021
The Good Behavior Game (GBG) and a common variation referred to as the Caught Being Good Game (CBGG) are two well-established group contingency classroom management procedures. However, there have been few comparison studies of the two procedures, and none have been conducted with students older than kindergarten or those who engage in severe…
Descriptors: Student Behavior, Measures (Individuals), Prosocial Behavior, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Whyte, Christopher – Journal of Political Science Education, 2021
This essay outlines a set of mini-games designed to more effectively allow political science instructors, particularly in International Relations, teach basic principles and concepts associated with digital insecurity and cyber conflict. This topic, increasingly significant in IR syllabi in recent years, is in many cases considered with…
Descriptors: Game Based Learning, Political Science, Information Security, Active Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Jeon, Min-Jae; Jeon, Hye-Seon; Yi, Chung-Hwi; Kwon, Oh-Yun; You, Sung-Hyun; Park, Joo-Hee – Research Quarterly for Exercise and Sport, 2021
Purpose: To compare the effectiveness of blocked and random practice schedules of balance training in dynamic balance abilities of older adults using Wii Fit balance game tasks. Method: Forty-one participants who were not receiving hospice care or living in a nursing home participated. Three Wii Fit balance tasks (tasks A, B, and C) were selected…
Descriptors: Video Games, Psychomotor Skills, Older Adults, Program Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Ray Breed; Riki Lindsay; Aden Kittel; Michael Spittle – Review of Educational Research, 2025
Effective teaching pedagogies and curriculum frameworks in school physical education have been regularly changing and widely debated. However, teachers have predominately used technical and sport-based approaches, but tactical game-centered approaches (TGAs) are becoming more common when teaching games in physical education. This review…
Descriptors: Physical Education, Teaching Methods, Outcomes of Education, Comparative Analysis
Pages: 1  |  ...  |  47  |  48  |  49  |  50  |  51  |  52  |  53  |  54  |  55  |  ...  |  170