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Allison Liu; Jenny Yun-Chen Chan; Ji-Eun Lee; Lauren E. Decker-Woodrow; Shihfen Tu; Adam Sales; Craig A. Mason – Grantee Submission, 2022
The current study investigated how prior knowledge moderated the effects of three educational technologies ("From Here to There," "DragonBox 12+," and problem sets in "ASSISTments") on seventh-grade students' later algebraic knowledge. Pretest scores only moderated effects of "From Here to There," with…
Descriptors: Prior Learning, Program Effectiveness, Game Based Learning, Intervention
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Alex M. Silver; Leanne Elliott; Andrew D. Ribner; Melissa E. Libertus – Developmental Psychology, 2024
Playing board games and other math activities can provide young children with opportunities to develop their math skills. However, it is critical to understand for whom these activities may be most beneficial. In two studies, we examine the extent to which foundational cognitive skills moderate the effects of playing math games on math skills. In…
Descriptors: Preschool Children, Mathematics Activities, Mathematics Skills, Mathematics Achievement
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Fátima Monteiro; Armando Sousa – Journal of Environmental Education, 2024
Faced with the current unsustainability and recognizing the importance of engineering (and technology) in the Capitalocene, it is important to develop educational approaches that facilitate the awareness and training of engineering students to the sustainable future's construction. The main objective of the study is the evaluation of the…
Descriptors: Educational Games, Engineering Education, Ethics, Sustainability
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Armand Buzzelli; R. John Locke – Strategies: A Journal for Physical and Sport Educators, 2024
This column describes the game of Royal Pickles -- a "King of the Court'' variation of pickleball that removes the bored spectator element from the class and creates a solution for the challenge of having too many students and not enough court space.
Descriptors: Racquet Sports, Games, Physical Activities, Scoring
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Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
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Derks, Suzanne D. M.; Willemen, Agnes M.; Wouda, Mirjam; Sterkenburg, Paula S. – Journal of Applied Research in Intellectual Disabilities, 2024
Background: Mentalising and stress regulation pose challenges for adults with mild to borderline intellectual disabilities (MBID), emphasising the importance of an intervention program. The study examined the effectiveness and social validity of the serious game 'You & I' in enhancing mentalising and stress regulation among adults with MBID.…
Descriptors: Educational Games, Adults, Intellectual Disability, Metacognition
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Mehmet Pinar; Emre Unlu – Perspectives: Policy and Practice in Higher Education, 2024
The Research Excellence Framework (REF) follows a set of submission rules. Here we analyse whether the submission rules of the impact element arguably shaped the submission sizes of the submitting units -- a group of academics researching on a specific subject area in higher education providers -- to the REF in 2014. The number of impact case…
Descriptors: Foreign Countries, Educational Research, Higher Education, Case Studies
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Noah Glaser; Lucas Jensen; Tina Riedy; Maggie Center; Jim Shifflett; Joseph Griffin – Educational Technology Research and Development, 2024
This qualitative research study aims to examine the potential of the commercially available serious game, Spiritfarer. The study focuses on the game's unique approach to serious themes and its ability to facilitate discussions about grief. A grounded theory approach was used to analyze lived experience descriptions from 54 participants. Findings…
Descriptors: Game Based Learning, Grief, Program Effectiveness, Empathy
Abdul Rehman Siddiqui – ProQuest LLC, 2024
One of the growing phenomena of our digital age is the proliferation of digital fan spaces (Gee, 2018). Dedicated to a specific fandom or activity, these spaces have allowed participants to play competitively, share videos with each other, create fanfiction, provide feedback to one another and engage in a host of literacies around something they…
Descriptors: Clubs, Social Behavior, Literacy, Interests
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Ryan Hare; Ying Tang; Sarah Ferguson – IEEE Transactions on Education, 2024
Contribution: A general-purpose model for integrating an intelligent tutoring system within a serious game for use in higher education. Additionally, this article also offers discussions of proper serious game design informed by in-classroom observations and student responses. Background: Personalized learning in higher education has become a key…
Descriptors: Intelligent Tutoring Systems, Game Based Learning, Gamification, Student Attitudes
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Mouna Denden; Ahmed Tlili; Soheil Salha; Mourad Abed – Technology, Knowledge and Learning, 2024
Several studies highlight the effects of gamification on behavioral changes in education. Furthermore, the students' personality traits were shown to be an important factor on the different levels of perception of educational gamification systems. However, despite the importance of considering personality in educational gamification, little is…
Descriptors: Gamification, Personality Traits, Student Behavior, Learner Engagement
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Pumudu A. Fernando; H. K. Salinda Premadasa – Educational Technology & Society, 2024
Children born after 2010 are labelled as members of Generation Alpha, who currently pursue their primary education. Gamification and game-based learning methodologies have gained popularity in the global education sector in the recent past. The goal of this study is to investigate the present state of adopting gamification and game-based learning…
Descriptors: Gamification, Game Based Learning, Literature Reviews, Elementary School Students
Andrew MacNamara – ProQuest LLC, 2024
This study investigated how emotion could enhance the effectiveness of a digital training game in improving the cognitive skill of shifting. Participants were randomly assigned to either an emotionally-positive visual design of the game, featuring warm colors, round shapes, and high-intensity character expressions, or an emotionally-neutral…
Descriptors: Visual Aids, Psychological Patterns, Cognitive Processes, Educational Games
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Krishna Mohan Surapaneni – Advances in Physiology Education, 2024
Recognizing the growing value of game-based learning in medical education, this study aims to evaluate the effectiveness of the innovation, "Aquilibria: The Battle to Balance," a creative narrative card and board game to help improve learners' understanding and application of the concepts of acid-base balance. In this mixed-method study,…
Descriptors: Medical Students, Medical Education, Game Based Learning, Scientific Concepts
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Lopez-Fernandez, Daniel; Gordillo, Aldo; Perez, Jennifer; Tovar, Edmundo – IEEE Transactions on Education, 2023
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work presents comparative data and findings obtained from 217 students who played the game in a face-to-face format…
Descriptors: Computer Science Education, Game Based Learning, Online Courses, In Person Learning
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