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Farrell, David; Moffat, David C. – International Journal of Game-Based Learning, 2014
For any given Game Based Learning (GBL) project to be successful, the player must learn something. Designers may base their work on pedagogical research, but actual game design is still largely driven by intuition. People are famously poor at unsupported methodical thinking and relying so much on instinct is an obvious weak point in GBL design…
Descriptors: Educational Games, Instructional Design, Computer Interfaces, Man Machine Systems
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Ahmad, Rafiq; Lahonde, Nathalie; Omhover, Jean-françois – Journal of Learning Design, 2014
Design process optimisation and intelligence are the key words of today's scientific community. A proliferation of methods has made design a convoluted area. Designers are usually afraid of selecting one method/tool over another and even expert designers may not necessarily know which method is the best to use in which circumstances. This…
Descriptors: Design, Games, Design Requirements, Decision Making
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Ke, Fengfeng; Im, Tami – International Journal of Technology and Design Education, 2014
This case study examined team-based computer-game design efforts by children with diverse abilities to explore the nature of their collective design actions and cognitive processes. Ten teams of middle-school children, with a high percentage of minority students, participated in a 6-weeks, computer-assisted math-game-design program. Essential…
Descriptors: Case Studies, Computer Games, Design, Middle School Students
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Chutiporn Anutariya Ed.; Dejian Liu Ed.; Kinshuk Ed.; Ahmed Tlili Ed.; Junfeng Yang Ed.; Maiga Chang Ed. – Lecture Notes in Educational Technology, 2023
This book collects the proceedings of the 7th International Conference on Smart Learning Environments (ICSLE2023), held in Bangkok, Thailand, as a hybrid conference from 31st Aug to 1st Sep 2023. The proceedings focus on the interplay between pedagogy and technology, and their fusion towards the advancement of smart learning for a sustainable…
Descriptors: Educational Technology, Electronic Learning, Sustainability, Student Satisfaction
Saad, Ahmad Fuad – Online Submission, 2021
There are always challenges in teaching K-12 students Science, Technology, Engineering and Mathematics which is called STEM subjects due to the scientific nature of these disciplines that require strong and higher order thinking along with the ability to connect abstract concepts and relate to them. Additionally, there is a decrease in number of…
Descriptors: STEM Education, Elementary Secondary Education, Teaching Methods, Learner Engagement
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Hwang, Gwo-Jen; Chen, Chih-Hung – British Journal of Educational Technology, 2017
In this paper, an inquiry-based ubiquitous gaming approach was proposed. The objective of the study was to enhance students' performances in in-field learning activities. To show the advantages of the approach, an experiment was carried out to assess the effects of it on students' learning achievement, motivation, critical thinking, and problem…
Descriptors: Active Learning, Inquiry, Educational Games, Design
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Hetzroni, Orit E.; Banin, Irit – Journal of Applied Research in Intellectual Disabilities, 2017
Background: People with intellectual and developmental disabilities (IDD) often demonstrate difficulties in social skills. The purpose of this study was to examine the effects of a comprehensive intervention program on the acquisition of social skills among students with mild IDD. Method: Single subject multiple baseline design across situations…
Descriptors: Computer Software, Video Technology, Group Discussion, Skill Development
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Monjelat, Natalia; Méndez, Laura; Lacasa, Pilar – Technology, Pedagogy and Education, 2017
Student interaction in school contexts is a topic that has been researched from many different perspectives. However, the role of students as tutors scaffolding other peers is not normally addressed, since studies are usually focused on the teacher. Moreover, considering the many technologies that can support students' work nowadays, studies…
Descriptors: Tutors, Scaffolding (Teaching Technique), Video Games, Problem Solving
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Kritzinger, Elmarie – Africa Education Review, 2017
Technology is playing an increasingly significant role in people's lives. They use it for work, education, business and social activities; however, their use of different kinds of information communication technologies (ICTs) puts their personal information at risk. It is essential for everyone using ICTs to be aware of the potential information…
Descriptors: School Culture, Foreign Countries, Computer Security, Safety
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Gündüz, Nevin; Taspinar, Tugçe; Demis, Nurdan – Journal of Education and Training Studies, 2017
The purpose of this research is to determine what the game means from the perspectives of children studying at public and private schools. Four questionnaires were applied to all the third grade parents of four schools; two public and two private schools in Ankara, and questionnaires were completed and sent back by 212 parents. A total of 32…
Descriptors: Childhood Attitudes, Parents, Games, Public Schools
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Floress, Margaret T.; Jacoby, Amber L. – Journal of Applied School Psychology, 2017
The Caterpillar Game is a classroom management system that is aligned with School-wide Positive Behavioral Interventions and Supports standards. A single-case, multiple-baseline design was used to evaluate the effects of the Caterpillar Game on disruptive student behavior and teacher praise. Three classrooms were included in the study (preschool,…
Descriptors: Positive Behavior Supports, Alignment (Education), Classroom Techniques, Games
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Sánchez-Mena, Antonio; Martí-Parreño, José; Aldás-Manzano, Joaquín – Electronic Journal of e-Learning, 2017
Educational video games (EVGs) are gaining momentum as a means of increasing students' motivation in their learning process. Nevertheless, teachers might face several barriers that dissuade them from using educational video games in their courses. This study analyses factors affecting teachers' behavioural intention to use educational video games…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
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McKenzie, Emily; Symonds, Matthew L.; Fink, Kevin; Tapps, Tyler – Strategies: A Journal for Physical and Sport Educators, 2017
The purpose of this article is to share three challenge-based lesson plans that can be implemented by physical educators in their classroom. Each of the lesson examples addresses the three learning domains: psychomotor, cognitive and affective. Additionally, each lesson is aligned with SHAPE America's National Standards for K-12 Physical…
Descriptors: Physical Education, Outcomes of Education, Physical Education Teachers, Elementary Secondary Education
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Audebrand, Luc K.; Camus, Annie; Michaud, Valérie – Journal of Management Education, 2017
Although the paradox perspective is gaining increasing attention among management scholars, most of us continue to struggle with addressing this challenging topic in the classroom, as it seems out of reach for many students. In this article, we describe a potentially beneficial way to approach paradoxical thinking in management education: teaching…
Descriptors: Cooperatives, Business, Logical Thinking, Administrator Education
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Harding, Susan-Marie E.; Griffin, Patrick E.; Awwal, Nafisa; Alom, B. M. M.; Scoular, Claire – AERA Open, 2017
This study describes an online method of measuring individual students' collaborative problem-solving abilities using four interactive mathematics-based tasks, with students working in pairs. Process stream data were captured from 3,000 students who completed the tasks in the United States, Australia, Canada, Costa Rica, Singapore, and Finland.…
Descriptors: Mathematics Instruction, Problem Solving, Cooperative Learning, Secondary School Mathematics
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