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Kusuma, I. Putu Indra – Journal of English as an International Language, 2017
This paper presents an innovation of language games for practicing English vocabulary mastery. The main focus of the study was to investigate the development of Monolary (The given name toward the game) while specifically, it focused on: (1) investigating the media and games used in teaching vocabulary; (2) investigating the development of…
Descriptors: Elementary School Students, Second Language Learning, Second Language Instruction, English (Second Language)
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Ruth Lemon – Teachers and Curriculum, 2017
This opinion piece aims to grow awareness of a range of technological initiatives that are supporting Maori language regeneration. These initiatives have been chosen because they have communities of users. This piece could be useful to educators who want to learn about the options that are available in this area, or students of Maori language for…
Descriptors: Malayo Polynesian Languages, Language Maintenance, Foreign Countries, Video Games
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Sirakaya, Mustafa; Kiliç Çakmak, Ebru – Malaysian Online Journal of Educational Technology, 2018
This study aimed at identifying the attitudes of secondary school students toward AR applications and to investigate the change in these attitudes according to different variables. The study also aspired to determine the relationship between attitudes toward AR and achievement. The general survey model was used in the study. The study group was…
Descriptors: Simulated Environment, Student Attitudes, Secondary School Students, Educational Technology
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Primus, Dirk J.; Sonnenburg, Stephan – Creativity Research Journal, 2018
The flow experience can be an important precursor to high levels of creativity and innovation. Prior work has identified and conceptualized the key elements of the flow experience in cocreative activities as individual flow corridor, individual flow feeling, and group flow. Surprisingly, the flow experience is underrepresented in theory and…
Descriptors: Creative Thinking, Toys, Teaching Methods, Educational Games
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DeFalco, Jeanine A.; Rowe, Jonathan P.; Paquette, Luc; Georgoulas-Sherry, Vasiliki; Brawner, Keith; Mott, Bradford W.; Baker, Ryan S.; Lester, James C. – International Journal of Artificial Intelligence in Education, 2018
Tutoring systems that are sensitive to affect show considerable promise for enhancing student learning experiences. Creating successful affective responses requires considerable effort both to detect student affect and to design appropriate responses to affect. Recent work has suggested that affect detection is more effective when both physical…
Descriptors: Psychological Patterns, Stress Variables, Educational Games, Intelligent Tutoring Systems
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Won, Eun-Sok; Kim, Jeong-Ryeol – International Journal of Mobile and Blended Learning, 2018
This article suggests an efficient self-directed learning method that will help improve students' actual English ability by adopting Facebook, which is one of the most represented social networking services (SNS). The purpose of this article is to present a practical way in which to implement SNS-based, self-directed English learning by applying…
Descriptors: Social Media, Educational Technology, Technology Uses in Education, Adult Learning
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Hartley, Calum; Fisher, Sophie – Journal of Autism and Developmental Disorders, 2018
This study investigated whether children with autism spectrum disorder (ASD) and typically developing children matched on receptive language share resources fairly and reciprocally. Children completed age-appropriate versions of the Ultimatum and Dictator Games with real stickers and an interactive partner. Both groups offered similar numbers of…
Descriptors: Autism, Pervasive Developmental Disorders, Children, Social Development
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Oh, Seungjae; So, Hyo-Jeong; Gaydos, Matthew – IEEE Transactions on Learning Technologies, 2018
The goal for this research is to articulate and test a new hybrid Augmented Reality (AR) environment for conceptual understanding. From the theoretical lens of embodied interaction, we have designed a multi-user participatory simulation called ARfract where visitors in a science museum can learn about complex scientific concepts on the refraction…
Descriptors: Simulated Environment, Museums, Sciences, Scientific Concepts
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Noroozi, Omid – Innovations in Education and Teaching International, 2018
This study explores whether and how higher education students with various epistemic beliefs engage in argumentative discourse and shift their attitude within a digital dialogue game. Students were assigned to groups of four or five and asked to argue and explore various perspectives of four controversial issues of environmental education in four…
Descriptors: Attitude Change, Student Attitudes, Epistemology, Higher Education
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Moore, Robert L.; Blackmon, Stephanie J.; Markham, James – Journal of Interactive Learning Research, 2018
Technology integration has significantly influenced the way students access and retain knowledge gained in the classroom (Ahmed, 2016). This is particularly relevant in classrooms for adult learners who engage in continuing education. This paper used a descriptive case study (Yin, 2014) to share how an instructor utilized mobile learning with a…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
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Mettis, Kadri; Väljataga, Terje – International Association for Development of the Information Society, 2018
Outdoor learning activities are very time consuming for teachers to prepare and difficult to manage, especially when the activity takes place in a non familiar environment for instance zoos. M-learning could help teachers to conduct outdoor education by involving learners in the creation and orchestration of artefacts (game). For that it is…
Descriptors: Game Based Learning, Outdoor Education, Learning Activities, Telecommunications
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Fabricatore, Carlo; López, Ximena – Creativity Research Journal, 2013
The increasing demand for creative individuals in the labor market requires well-prepared professionals, capable of enhancing competitiveness through new ideas and innovative actions. Educational programs should, therefore, rely on approaches and learning environments that foster creativity. In this study, video game development projects were used…
Descriptors: Creativity, Educational Games, Video Games, Material Development
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Plowman, Lydia; McPake, Joanna – Childhood Education, 2013
Parents and educators tend to have many questions about young children's play with computers and other technologies at home. They can find it difficult to know what is best for children because these toys and products were not around when they were young. Some will say that children have an affinity for technology that will be valuable in their…
Descriptors: Young Children, Information Technology, Misconceptions, Computers
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Jackson, G. Tanner; Snow, Erica L.; Varner, Laura K.; McNamara, Danielle S. – Grantee Submission, 2013
Intelligent Tutoring Systems (ITSs) have begun to develop hybrid systems that balance the learning benefits of ITSs with the motivational benefits of games. iSTART-ME (Motivationally Enhanced) is a new game-based learning environment developed on top of an existing ITS for reading comprehension (iSTART). In an 11 session lab-based study, 40 high…
Descriptors: Intelligent Tutoring Systems, Educational Technology, Technology Uses in Education, Educational Games
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Levine, Michael H.; Vaala, Sarah E. – New Directions for Child and Adolescent Development, 2013
Research about emerging best practices in the learning sciences points to the potential of deploying digital games as one possible solution to the twin challenges of weak student engagement and the need for more robust achievement in literacy, science, technology, and math. This chapter reviews key cross-cutting themes in this special volume,…
Descriptors: Learner Engagement, Educational Games, Educational Change, Best Practices
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