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Ying-Lien Lin; Wei-Tsong Wang – Journal of Educational Computing Research, 2025
Virtual-reality business simulation games (VRBSGs) have garnered attention in management education. However, investigating the design of efficient VRBSGs from an integrated perspective of social cognitive, self-determination, and cognitive load theories is crucial but under-addressed. Therefore, this study developed a VRBSG learning system to…
Descriptors: Undergraduate Students, Business Education, Computer Simulation, Game Based Learning
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Tan Huey Shyh; Hew Soon Hin; Tan Heidi Yeen Ju – Malaysian Journal of Learning and Instruction, 2025
Purpose: Media and Information Literacy (MIL) education plays a crucial role in combating misinformation and disinformation in the digital era. This study explores an innovative pedagogical approach by integrating Experiential Learning Theory (ELT) into non-digital game-based learning to bridge gaps in MIL knowledge and skills among Malaysian…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
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Aysun Karasu; Nihat Uyangör – Open Journal for Educational Research, 2025
This study aims to evaluate the speaking skills learning area in the 2019 English Language Curriculum in terms of 6th grade students receiving intensive foreign language education. A holistic single case design, one of the case study designs, was used in the study. The research group was formed by "convenience sampling" and…
Descriptors: Speech Communication, English (Second Language), Second Language Learning, Second Language Instruction
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Ronimus, Miia M. S.; Tolvanen, Asko J.; Ketonen, Ritva H. – Learning Disability Quarterly, 2023
Self-efficacious children are expected to be more task-focused in challenging achievement situations and consequently have better chances of overcoming learning difficulties than children who have lower self-efficacy. The present study investigates this presumption with Finnish-speaking first graders struggling with reading acquisition (N = 285).…
Descriptors: Self Efficacy, At Risk Students, Grade 1, Elementary School Students
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Robinson, Melanie A.; Soublière, Jean-François; Agogué, Marine; Grégoire, Denis A.; Rua, Tuvana; Plourde, Yves – Decision Sciences Journal of Innovative Education, 2023
Most graduate programs in management require students to carry out a substantive research project. However, few management students have a comfortable command of the statistical techniques needed to realize such quantitative projects. This can lead to student anxiety and stress, which challenges instructors to devise ways to build students'…
Descriptors: Anxiety, Statistics Education, Graduate Students, Management Development
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Rulyansah, Afib; Hidayat, Muhammad Thamrin; Rihlah, Jauharotur; Shari, Destita; Mariati, Pance – Pegem Journal of Education and Instruction, 2023
Teachers are unclear how to adapt pedagogical techniques in digital play to enhance language development for young children in the digital era and with the changes in early childhood education. The purpose of this study is to analyze how teachers understand the development and teaching of early childhood language in early grades with digital game…
Descriptors: Elementary School Students, Teaching Methods, Teacher Student Relationship, Digital Literacy
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Garcia, Fabrício Wickey da Silva; Oliveira, Sandro Ronaldo Bezerra; Carvalho, Elielton da Costa – Informatics in Education, 2023
The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties…
Descriptors: Teaching Methods, Algorithms, Undergraduate Students, Computer Science Education
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Belogianni, Katerina; Ooms, Ann; Lykou, Anastasia; Nikoletou, Dimitra; Jayne Moir, Hannah – Health Education Journal, 2023
Background: Adopting healthy weight-related behaviours in emerging adulthood has long-term health benefits. Digital interventions using game-elements have the potential to improve diet and physical activity outcomes. Universities are influential settings in shifting emerging adults' behaviour and can deliver health-promoting interventions to young…
Descriptors: Foreign Countries, Game Based Learning, Electronic Learning, Intervention
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Nurhayat, Riana; Suranto, Suranto; Dwiningrum, Siti Irene Astuti; Retnawati, Heri; Herwin, Herwin – Pegem Journal of Education and Instruction, 2023
This study aims to describe the effect of innovative learning on student achievement through meta-analysis. Data collection was carried out by documenting research produced from various sources collected via the internet in accordance with the title of this research. These articles were published from 2012 to 2022, from journal articles in…
Descriptors: Foreign Countries, Innovation, Learning Processes, Discovery Learning
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Gironella, Fiona – Journal of University Teaching and Learning Practice, 2023
This article explores the praxis of gamification pedagogy and post-secondary course design. The literature on gamified design theory and current research on its application as a pedagogy are explored. A student-centric, motivationally based gamification design model is proposed, operationalized, implemented, evaluated, and reiterated. The design…
Descriptors: Gamification, Game Based Learning, Student Centered Learning, Higher Education
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Hou, Huei-Tse; Fang, Ying-Sang; Tang, Joni Tzuchen – Interactive Learning Environments, 2023
Logical thinking and reasoning of geometric space are among the key abilities of science and technology education. This research developed a framework of an alternate reality-based board game incorporating augmented reality (AR) exploration with multi-dimensional scaffolding, including "cognitive scaffolding," "metacognitive…
Descriptors: Educational Games, Computer Simulation, Scaffolding (Teaching Technique), Spatial Ability
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Kai Pata; Kristi Jüristo; Matej Zapušek; Nathalie Leiba; Sanja Popovic Pantic; Vladan Devedzic; Sonja Radenkovic; Mirjana Devedzic; Marija Blagojevic; Danijela Miloševic – International Association for Development of the Information Society, 2023
This paper demonstrates the design as a hypothesis framework for developing cross-university students and mentors, and rural youth (aged 18-30) and regional business ecosystems capacity building practice approaches to support sustainable development goals. To support university students', mentors and the business partners' engagement and building…
Descriptors: Capacity Building, Rural Youth, Higher Education, Mentors
Ying Fang; Tong Li; Linh Huynh; Katerina Christhilf; Rod D. Roscoe; Danielle S. McNamara – Grantee Submission, 2023
Literacy assessment is essential for effective literacy instruction and training. However, traditional paper-based literacy assessments are typically decontextualized and may cause stress and anxiety for test takers. In contrast, serious games and game environments allow for the assessment of literacy in more authentic and engaging ways, which has…
Descriptors: Literacy, Student Evaluation, Educational Games, Literacy Education
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Luongo, Nicole – Teacher Educators' Journal, 2023
This article connects the Teacher Educator Technology Competencies (TETCs) to specific technology tools, applications and resources that can be employed in PK-12 and higher education classrooms. The author introduces the TETCs and suggests technology tools for active use by teacher educators and teacher candidates. The article presents various…
Descriptors: Teacher Educators, Technological Literacy, Competence, Faculty Development
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Jason Krell; Patrick K. Dolecki; Anderson Todd – Journal of Attention Disorders, 2023
Objective: To determine whether in situ neurofeedback training can be used as a tool to build sustained attention in the general student population and whether gains in attention translate to more effective work habits and learning skills. Method: Students participated in attention training game-based neurofeedback in situ for a period of 35…
Descriptors: Attention, Training, Game Based Learning, Program Effectiveness
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