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Squire, Kurt; Gaydos, Matthew; DeVane, Ben – Educational Technology, 2016
Digital games for learning have quickly transitioned from a theoretical possibility, to a hyped technology, to an idea that almost seems quaint compared to advances in Biochips, Smart Robots, and self-driving cars. As a field, it is now better understand what games are good for, what they are not, and in what kinds of situations they can be…
Descriptors: Educational Games, Educational Technology, Computation, Thinking Skills
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Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate – Educational Technology & Society, 2016
This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…
Descriptors: Teaching Methods, Programming, Learner Engagement, Educational Games
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Murray, Tom – International Journal of Artificial Intelligence in Education, 2016
Intelligent Tutoring Systems authoring tools are highly complex educational software applications used to produce highly complex software applications (i.e. ITSs). How should our assumptions about the target users (authors) impact the design of authoring tools? In this article I first reflect on the factors leading to my original 1999 article on…
Descriptors: Usability, Programming, Computer Software, Intelligent Tutoring Systems
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Gahwaji, Nahla M. – Journal of International Education Research, 2016
Lately, research exploring the effects of tutorial instructional programmes and educational games on literacy skills of kindergarten children has attracted large number of educational technology researchers and practitioners. Even though overwhelming research literature on the subject is available, the majority of this existing work is designed…
Descriptors: Literacy Education, Program Effectiveness, Educational Games, Teaching Methods
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Kopcha, Theodore J.; Ding, Lu; Neumann, Kalianne L.; Choi, Ikseon – TechTrends: Linking Research and Practice to Improve Learning, 2016
The purpose of this paper is to present the course design and evaluative data associated with the learning experiences of practicing teachers engaged in a gamified approach to a graduate level course on technology integration. Twenty-two teachers across three offerings of the course completed a survey examining their experience with the gamified…
Descriptors: Technology Integration, Technology Education, Learning Experience, Inservice Teacher Education
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Lestari, Indah; Ratnaningsih, Tri – International Journal of Evaluation and Research in Education, 2016
Gross motor skills on children must be optimized much earlier since it plays important role not only on their interaction process but also in supporting other multiple developments. One of the means in developing child's motor skill is by providing innovative games i.e. modified games including game format, game timing, and game sequence. The…
Descriptors: Preschool Children, Psychomotor Skills, Sampling, Kindergarten
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O'Reilly, Gary; Coyle, David; Tunney, Conall – International Journal of Game-Based Learning, 2016
Mindful Gnats is a computer game and App that introduces mindfulness and relaxation skills to young people aged nine years and older. In this paper the authors describe their model for using technology to support children with the development of psychological skills. This model combines a computer game to introduce and practice psychological…
Descriptors: Buddhism, Computer Games, Metacognition, Relaxation Training
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González-Marcos, Ana; Alba-Elías, Fernando; Ordieres-Meré, Joaquín – British Journal of Educational Technology, 2016
The goal of this paper is to present a competence assessment method in project management that is based on participants' performance and value creation. It seeks to close an existing gap in competence assessment in higher education. The proposed method relies on information and communication technology (ICT) tools and combines Project Management…
Descriptors: Program Administration, Evaluation Methods, Competence, Higher Education
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Forbes, Paul A. G.; Pan, Xueni; de C. Hamilton, Antonia F. – Journal of Autism and Developmental Disorders, 2016
Mimicry involves unconsciously copying the actions of others. Increasing evidence suggests that autistic people can copy the goal of an observed action but show differences in their mimicry. We investigated mimicry in autism spectrum disorder (ASD) within a two-dimensional virtual reality environment. Participants played an imitation game with a…
Descriptors: Computer Simulation, Autism, Pervasive Developmental Disorders, Imitation
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Gambarato, Renira Rampazzo; Dabagian, Lilit – Educational Media International, 2016
This article discusses the potentiality and risks of applying transmedia storytelling strategies in the realm of education. The empirical approach is used to analyze the experiential education project Robot Heart Stories, developed in 2011 in Canada and the United States. The theoretical framework focuses on the conceptualization of transmedia…
Descriptors: Case Studies, Story Telling, Educational Games, Experiential Learning
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de Oliveira, Mayara Lustosa; Galembeck, Eduardo – Journal of Biological Education, 2016
Cell biology apps were surveyed in order to identify whether there are new approaches for modelling cells allowed by the new technologies implemented in tablets and smartphones. A total of 97 apps were identified in 3 stores surveyed (Apple, Google Play and Amazon), they are presented as: education 48.4%, games 26.8% and medicine 15.4%. The apps…
Descriptors: Cytology, Biology, Science Instruction, Telecommunications
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Tenoschok, Mike – Journal of Physical Education, Recreation & Dance, 2016
The purpose of this article is to describe the various ways in which the developmental needs of middle school students can be met in a physical education program. The themes of exploration and individualization appear throughout the article to emphasize the importance of providing a variety of sports, games and physical activity options for middle…
Descriptors: Middle School Students, Physical Education, Games, Student Participation
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Vysotskaya, Anna; Kolvakh, Oleg; Stoner, Greg – Accounting Education, 2016
The aim of this paper is to describe the innovative teaching approach used in the Southern Federal University, Russia, to teach accounting via a form of matrix mathematics. It thereby contributes to disseminating the technique of teaching to solve accounting cases using mutual calculations to a worldwide audience. The approach taken in this course…
Descriptors: Computation, Teaching Methods, Mathematics, Matrices
Agozie, Jayme Gonzales – ProQuest LLC, 2016
The purpose of this quantitative study was to examine the ability of standardized test scores to predict the performance of students in first-year mathematics courses, and the extent to which these tests displayed differential validity among various subgroups. Using discriminant analysis, it was established that the following percentages of…
Descriptors: College Entrance Examinations, Standardized Tests, Numbers, Hispanic American Students
Pinder, Patrice Juliet – Online Submission, 2016
Although game based learning (gbl) has been widely utilized by the military, education, marketing, and advertising sectors, its effectiveness as a learning strategy or training tool is still unclear (Ariffin, Oxley, & Suliman, 2014). The present study addresses this gap and examines the effectiveness of using game based learning in primary…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Elementary Education
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