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Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos – Universal Journal of Educational Research, 2014
The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…
Descriptors: Educational Technology, Educational Games, Video Games, Teaching Methods
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Butler, Yuko Goto; Someya, Yuumi; Fukuhara, Eiji – ELT Journal, 2014
Young learners' use of instructional games in foreign language learning is not yet well understood. Using games that were part of the learning tools for an online assessment, Jido-Eiken, a standardized English proficiency test for young learners in Japan, we examined young learners' game-playing behaviours and the relationship of these behaviours…
Descriptors: Computer Games, Second Language Programs, Second Language Instruction, English (Second Language)
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Kulmer, Florian; Wurzer, Christian Gun; Geiger, Bernhard C. – IEEE Transactions on Education, 2016
Many concepts in digital signal processing are intuitive, despite being mathematically challenging. The lecturer not only has to teach the complicated math but should also help students develop intuition about the concept. To aid the lecturer in this task, the Magnitude Response Learning Tool has been introduced, a computer-based learning game…
Descriptors: Engineering Education, Computer Assisted Instruction, Educational Games, Instructional Effectiveness
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Araújo, Rui; Mesquita, Isabel; Hastie, Peter; Pereira, Cristiana – European Physical Education Review, 2016
The purpose of this study was to examine a hybrid combination of sport education and the step-game-approach (SGA) on students' gameplay performance in volleyball, taking into account their sex and skill-level. Seventeen seventh-grade students (seven girls, 10 boys, average age 11.8) participated in a 25-lesson volleyball season, in which the…
Descriptors: Physical Education, Athletics, Games, Team Sports
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Chatzipanteli, Athanasia; Digelidis, N.; Karatzoglidis, C.; Dean, R. – Physical Education and Sport Pedagogy, 2016
Background: "Teaching games for understanding" (TGfU) is a tactical-game approach to teaching, in which participants are learning via the processes intrinsic to the games themselves. Purpose: The aim of the study was to examine the effectiveness of a tactical-game model in promoting metacognitive behaviour in elementary-school students.…
Descriptors: Teaching Methods, Educational Games, Metacognition, Elementary School Students
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Vollmer, Catherine E.; Curtner-Smith, Matthew D. – Physical Educator, 2016
Research on how preservice teachers (PTs) learn to employ the teaching games for understanding (TGfU) model is in its infancy. The purpose of this study was to examine the combined effects of a package of university-based methods and the employment of the model during an early field experience (EFE) on PTs' delivery of TGfU during the teaching…
Descriptors: Acculturation, Socialization, Preservice Teachers, Student Teacher Attitudes
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Papas, Mia A.; Trabulsi, Jillian C.; Axe, Michelle; Rimmer, James H. – Journal of School Health, 2016
Background: Childhood obesity is a major public health concern. Children with disabilities have a higher prevalence of obesity. Objective: We examined factors associated with obesity within a cross-sectional study of US adolescents with and without disabilities. Methods: Data were obtained from the 2011 Youth Risk Behavior Survey. Logistic…
Descriptors: Predictor Variables, Obesity, Disabilities, Incidence
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Wei, Xia – International Education Studies, 2016
As Chinese traditional folk culture, folk games have unique educational value which can boost the development of young children's fine motor. Based on previous investigation of fine motor skill of children in Nanchong, Sichuan Province, the researcher chose a middle class in public city kindergarten A with lower survey score as the study object.…
Descriptors: Folk Culture, Psychomotor Skills, Skill Development, Intervention
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Baharudin, Mazlina; Sadik, Azlina Md – Dinamika Ilmu, 2016
This paper will highlight successful teaching techniques used in class in teaching the Malay Language 1 course in Universiti Sains Malaysia (USM). The course is to equip foreign students for their studies and also as means of basic communication with the locals in Malaysia. In Malaysia, the emphasis in Malay language teaching are focused to…
Descriptors: Foreign Countries, Teaching Methods, Indonesian, Second Language Learning
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Menon, Deepika; Shelby, Blake; Mattingly, Christine – Science and Children, 2016
"Energy" is a term often used in everyday language. Even young children associate energy with the food they eat, feeling tired after playing soccer, or when asked to turn the lights off to save light energy. However, they may not have the scientific conceptual understanding of energy at this age. Teaching energy and matter could be…
Descriptors: Science Instruction, Energy, Scientific Concepts, Concept Formation
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Koroleva, D. O.; Kochervey, A. I.; Nasonova, K. M.; Shibeko, Yu. V. – Russian Education & Society, 2016
The gaming culture of modern childhood takes place not only in real space, but in a virtual one too. These two components (two planes of development) are often viewed in isolation from one another. This study investigates the completely new phenomenon of augmented reality gaming through the lens of "Pokemon Go," and it describes how the…
Descriptors: Computer Games, Popular Culture, Cross Cultural Studies, Computer Oriented Programs
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Epley, Jennifer – Journal of Interactive Learning Research, 2016
Integrating interactive learning activities into undergraduate courses is one method for increasing student interest, engagement, and skills development. Online simulation games in particular offer students the unique applied opportunity to "learn by doing" in a virtual space to further their overall knowledge base and critical thinking…
Descriptors: Educational Games, Simulation, Experiential Learning, Student Interests
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Kietzmann, Jan; Pitt, Leyland – Journal of Marketing Education, 2016
This special issue of "Journal of Marketing Education" was intended to engage as broad a perspective on simulations in the marketing classroom as possible. While some of the articles deal with the use of computerized marketing simulations, there are also articles that view simulations as imitating and pretending. The evidence from the…
Descriptors: Teaching Methods, Simulation, Marketing, Concept Formation
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Marsh, Jackie; Plowman, Lydia; Yamada-Rice, Dylan; Bishop, Julia; Scott, Fiona – Early Years: An International Journal of Research and Development, 2016
This paper draws on an ESRC-funded study of play and creativity in preschool-aged children's use of apps in the UK. The main objectives of the study were to collect information about access to and use of apps in the home, establish the most popular apps and identify the features of those apps that are successful in promoting play and creativity. A…
Descriptors: Foreign Countries, Preschool Children, Play, Creativity
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Charitonos, Koula; Morini, Luca; Arnab, Sylvester; Cervi-Wilson, Tiziana; Brick, Billy – Research-publishing.net, 2016
The recent technological developments and widespread use of mobile technologies challenge traditional knowledge and skills, with language learning increasingly taking place beyond the language classroom in learners' own environments. The paper presents the ImparApp study that focuses on a pervasive and gamified approach to language teaching and…
Descriptors: Italian, Educational Games, Electronic Learning, Handheld Devices
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