NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 6,871 to 6,885 of 20,283 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Merino Campos, Carlos; del Castillo Fernández, Héctor – Journal of New Approaches in Educational Research, 2016
This article sets out to conduct a systematic review of the current literature on active video games as potential educational tools for physical education or physical activity. To begin with, research on active video games for educational and physical purposes has been examined with the purpose of verifying improvement of attitudes, intellectual…
Descriptors: Relevance (Education), Video Games, Literature Reviews, Physical Education
Peer reviewed Peer reviewed
Direct linkDirect link
Moores, Trevor T. – Journal of Information Systems Education, 2016
The aim of this paper is to provide sufficient detail that other members of the IS community can incorporate the business game "Flowers for the World" (or FFTW for short) into their IS teaching portfolio. The game promotes experiential (active) learning and has been used to support discussions or project work in such diverse subjects as…
Descriptors: Information Systems, Educational Games, Business, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Maina, Michael P.; Maina, Julie Schlegel; Hunt, Kevin – Strategies: A Journal for Physical and Sport Educators, 2016
Often students have a difficult time when asked to use critical thinking skills to solve a problem. Perhaps students have a difficult time adjusting because teachers frequently tell them exactly what to do and how to do it. When asked to use critical thinking skills, students may suddenly become confused and discouraged because the teacher no…
Descriptors: Critical Thinking, Thinking Skills, Problem Solving, Educational Environment
Peer reviewed Peer reviewed
Direct linkDirect link
Larraza-Mendiluze, Edurne; Garay-Vitoria, Nestor; Soraluze, Iratxe; Martín, José; Muguerza, Javier; Ruiz-Vazquez, Txelo – ACM Transactions on Computing Education, 2016
The computer input/output (I/O) subsystem and its functioning are very abstract concepts that are difficult for undergraduate freshmen to understand. However, it is important that freshmen assimilate these low-level concepts if they are going to be taught about the operating systems (OS) working over that architecture layer, or working directly…
Descriptors: Active Learning, Student Projects, Computer Science Education, College Freshmen
McManis, Perry, W.; McManis, Mark, H. – Online Submission, 2016
The purpose of this analysis was to investigate the validity of skill groupings in an instructional technology learning system designed for use by children in early childhood education classrooms. A Principal Component Analysis was performed to measure the fit of 18 skill games to their 5 assigned groupings in the system, covering a range of…
Descriptors: Validity, Vertical Organization, Computer Assisted Instruction, Preschool Children
Kawada, Taku; Ando, Akinobu; Saito, Hirotaka; Uekida, Jun; Nagai, Nobuyuki; Takeshima, Hisashi; Davis, Darold – International Association for Development of the Information Society, 2016
In this paper, we developed two kinds of application software run on a mobile/wearable device for autistic spectrum disorder students, intellectual disability students, or physically challenged. One of the applications is expression detector/evaluator using a smartphone and a small expression sensor for social skill training. This sensor can…
Descriptors: Assistive Technology, Nonverbal Communication, Handheld Devices, Autism
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Malkiewich, Laura; Baker, Ryan S.; Shute, Valerie; Kai, Shimin; Paquette, Luc – International Educational Data Mining Society, 2016
Educational games have become hugely popular, and educational data mining has been used to predict student performance in the context of these games. However, models built on student behavior in educational games rarely differentiate between the types of problem solving that students employ and fail to address how efficacious student problem…
Descriptors: Classification, Problem Solving, Educational Games, Models
Peer reviewed Peer reviewed
Direct linkDirect link
Bizzocchi, Jim; Tanenbaum, Joshua – Bulletin of Science, Technology & Society, 2012
Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the…
Descriptors: Discourse Communities, Case Studies, Computer Games, Video Games
Kirkorian, Heather L.; Pempek, Tiffany A. – ZERO TO THREE, 2013
As interactive screens (e.g., tablet computers, smartphones) continue to enter the homes of young children, it becomes increasingly important to understand the impact of these technologies on development. Some studies suggest that while traditional television and videos hold little educational value for toddlers, young children may be able to…
Descriptors: Toddlers, Manipulative Materials, Technology Uses in Education, Influence of Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Ahamer, Gilbert – International Journal of Web-Based Learning and Teaching Technologies, 2013
This paper provides a concept and a notation for optimizing the design of social processes in gaming and learning for individuals, groups of individuals and society as a whole. Traditional approaches to the mapping and designing of the emerging social dynamics in a joyful, social education setting have fallen short of producing desirable results…
Descriptors: Concept Mapping, Games, Game Theory, Curriculum Design
Peer reviewed Peer reviewed
Direct linkDirect link
Wilson, Amanda; Hainey, Thomas; Connolly, Thomas M. – International Journal of Game-Based Learning, 2013
Newer approaches such as games-based learning (GBL) and games-based construction are being adopted to motivate and engage students within the Curriculum for Excellence (CfE) in Scotland. GBL and games-based construction suffer from a dearth of empirical evidence supporting their validity as teaching and learning approaches. To address this issue…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Siko, Jason; Barbour, Michael – Journal of Educational Multimedia and Hypermedia, 2013
Research on educational games often focuses on the benefits that playing games has on student achievement. However, there is a growing body of research examining the benefits of having students design games rather than play them. Problems with game design as an instructional tool include the additional instruction on the programming language…
Descriptors: Educational Games, Teaching Methods, Computer Software, Computer Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Ventura, Matthew; Shute, Valerie; Zhao, Weinan – Computers & Education, 2013
An online performance-based measure of persistence was developed using anagrams and riddles. Persistence was measured by recording the time spent on unsolved anagrams and riddles. Time spent on unsolved problems was correlated to a self-report measure of persistence. Additionally, frequent video game players spent longer times on unsolved problems…
Descriptors: Correlation, Video Games, Computer Assisted Testing, Test Construction
Peer reviewed Peer reviewed
Direct linkDirect link
Garner, Gabrielle – Educational Media and Technology Yearbook, 2013
This essay articulates some of the ways in which a unique form of digital media, online videogames, have shaped and have been shaped by social, technological, and economic influences, which have secured the relative sustainability of specific games in the global marketplace over time. Based on trends observed from a review of previous empirical…
Descriptors: Video Games, Social Influences, Economic Factors, Sustainability
Peer reviewed Peer reviewed
Direct linkDirect link
Chu, Hui-Chun; Chang, Shao-Chen – Educational Technology Research and Development, 2014
Although educational computer games have been recognized as being a promising approach, previous studies have indicated that, without supportive models, students might only show temporary interest during the game-based learning process, and their learning performance is often not as good as expected. Therefore, in this paper, a two-tier test…
Descriptors: Educational Technology, Computer Games, Educational Games, Program Effectiveness
Pages: 1  |  ...  |  455  |  456  |  457  |  458  |  459  |  460  |  461  |  462  |  463  |  ...  |  1353