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Hartweg, Beau; Biffi, Daniella; de la Fuente, Yohanis; Malkoc, Ummuhan; Patterson, Melissa E.; Pearce, Erin; Stewart, Morgan A.; Weinburgh, Molly – School Science and Mathematics, 2017
A pilot study was conducted on a multimodal educational tool, Peruvian Food Chain Jenga (PFCJ), with 5th-grade students (N = 54) at a public charter school. The goal was to compare the effectiveness of the multimodal tool to a more traditional presentation of the same materials (food chain) using an experimental/control design. Data collection…
Descriptors: Grade 5, Charter Schools, Teaching Methods, Program Effectiveness
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Williamson, Ben – Learning, Media and Technology, 2017
ClassDojo is one of the world's most successful educational technologies, currently used by over 3 million teachers and 35 million children globally. It reinforces and enacts emerging governmental "psycho-policies" around the measurement and modification of children's social and emotional learning in schools. This article focuses…
Descriptors: Educational Technology, Social Development, Emotional Development, Psychological Patterns
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Grinias, James P. – Journal of Chemical Education, 2017
Online student-response systems provide instructors with an easy-to-use tool to instantly evaluate student comprehension. For comprehensive content review, turning this evaluation into a competitive game where students can compete against each other was found to be helpful and enjoyable for participating students. One specific online resource,…
Descriptors: Tests, Statistical Analysis, Computer Assisted Testing, Chemistry
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Bell, Amanda; Gresalfi, Melissa – Technology, Knowledge and Learning, 2017
Digital games have demonstrated great potential for supporting students' learning across disciplines. But integrating games into instruction is challenging and requires teachers to shift instructional practices. One factor that contributes to the successful use of games in a classroom is teachers' experience implementing the technologies. But how…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Middle School Students
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Ramly, Mohd Adlan; Ikhsan, Nurul Aida Binti Kamal; Rahman, Nur Rahimatul Hayati Binti Abdul; Abdul, Nur Rahimatul Hayati Binti – Asian Journal of University Education, 2017
This experimental paper seeks to elucidate the usage of the card game 'Protein Synthesis Game' as a student's learning tool in studying the Biology topic of protein synthesis during an A-Level course. A total of 24 experimental students in 3 induced groups and 24 controlled students in controlled groups were involved in the experiment which began…
Descriptors: Teaching Methods, Science Instruction, Biology, Scientific Concepts
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Haglund, Björn; Peterson, Louise – International Journal for Research on Extended Education, 2017
Board games are traditionally seen as an important Swedish leisure-time centre activity, but research regarding this activity is sparse. This study aims to fill part of that void through a web survey directed to members in a closed Facebook group focusing on leisure-time centres. Fifty-five informants' answers were analysed using critical…
Descriptors: Games, Leisure Time, Recreational Facilities, Foreign Countries
Thomsen, Brian M. – ProQuest LLC, 2017
Too many students are entering post-secondary education lacking foundational mathematics skills that are critical to performance on placement examinations. As a result, students are forced to take remedial courses that are often non-credit bearing and hinder their progress toward graduation. Research suggests that a lack of number sense may…
Descriptors: Computation, Mathematics Achievement, High School Students, Disabilities
Machajewski, Szymon – Online Submission, 2017
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population…
Descriptors: Integrated Learning Systems, Educational Technology, Technology Uses in Education, Educational Games
Juliette K. Berg; Catherine P. Bradshaw; Booil Jo; Nicholas S. Ialongo – Grantee Submission, 2017
Complier Average Causal Effect (CACE) analysis, a causal inference approach that accounts for levels of teacher implementation compliance, was used to examine one-year impacts of PAX Good Behavior Game (PAX GBG) and Promoting Alternative Thinking Strategies (PATHS) on teacher efficacy and burnout. Teachers in 27 elementary schools were randomized…
Descriptors: Causal Models, Teacher Burnout, Elementary School Teachers, Educational Games
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Sari, Burcu; Takacs, Zsofia K.; Bus, Adriana G. – Journal of Early Childhood Literacy, 2019
The present article provides an overview of the best-selling apps for the age range of 0-8 years under various categories, including 'Kids', 'Books', 'Educational games', 'Family games' and 'Word games' in the two major application stores (Google Play and iTunes App Store) in four economically diverse European countries: Hungary, Turkey, Greece…
Descriptors: Computer Software, Cross Cultural Studies, Books, Educational Games
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Herzig, Monika – Journal of the Scholarship of Teaching and Learning, 2019
This study documents the development of a classroom game simulating the effects of contractual arrangements on the economic relationships between artists, record labels, and consumers. The game was tested with multiple revisions in classroom settings over a period of three years by using surveys, interviews, session videos, and teacher…
Descriptors: Computer Simulation, Computer Games, Musicians, Music
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Sundqvist, Pia – Language Learning & Technology, 2019
The purposes of this study are to examine the relation between playing commercial-off-the-shelf (COTS) games in the wild and L2 English vocabulary and to offer comparisons with non-gamers' vocabulary. Data were collected from two samples of teenage L2 English learners in Sweden, Sample A (N = 1,069) and Sample B (N = 16). Questionnaires and…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
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Demirel, Turgay; Karakus Yilmaz, Turkan – British Journal of Educational Technology, 2019
The goal of this study is to determine the effectiveness of mind games played by secondary school sixth grade students as classroom activities in math and grammar courses on their perceived problem-solving skills and achievements. In the quantitative part of the study, the nonequivalent groups pre-test--post-test control group design from…
Descriptors: Problem Solving, Secondary School Students, Teaching Methods, Foreign Countries
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Rachayon, Suphatha; Soontornwipast, Kittitouch – English Language Teaching, 2019
The growth of Thailand's medical tourism industry has inevitably made English oral communication skills become increasingly important to Thai medical personnel, especially to nurses who have to act as medical mediators between doctors and patients. Thus, in order to prepare nursing students for their future career, it is necessary that English…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Nursing Education
Alzaid, Faten; Alkarzae, Nouf – Online Submission, 2019
Assessment has a significant influence on the process of teaching and learning. It is essential to close the gap between learners' performance and the target performance. The rapid changing of technology reached the assessment community by developing new and different ways of formative assessments. This paper is written to distinguish between…
Descriptors: Student Evaluation, Evaluation Methods, Computer Assisted Testing, Formative Evaluation
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