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Manson, Sharon K. – ProQuest LLC, 2017
The purpose of the current study was to determine whether adding gamification to a doctoral level class would improve 1) students' self-reported feelings of motivation, competency, and engagement, and 2) knowledge of the library resources available to complete research. Twenty-one students agreed to participate and completed the pretest survey.…
Descriptors: Games, Doctoral Programs, Student Motivation, Competence
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Cutumisu, Maria – International Association for Development of the Information Society, 2017
This paper examines the impact of the informational value of feedback choices on students' performance, their choice to revise, and the time they spend designing posters and reading feedback in an assessment game. Choices to seek confirmatory or critical feedback and to revise posters in a poster design task were collected from a hundred and six…
Descriptors: Feedback (Response), Value Judgment, Evaluation Methods, Grade 8
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Bird, Elizabeth Kay-Raining; Joshi, Nila; Cleave, Patricia L. – Language, Speech, and Hearing Services in Schools, 2016
Purpose: The Expository Scoring Scheme (ESS) is designed to analyze the macrostructure of descriptions of a favorite game or sport. This pilot study examined inter- and intrarater reliability of the ESS and use of the scale to capture developmental change in elementary school children. Method: Twenty-four children in 2 language groups (monolingual…
Descriptors: Reliability, Scoring, Games, Athletics
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Starling, Courtney; Whitacre, Ian – Mathematics Teaching in the Middle School, 2016
Mathematics is a language that is characterized by words and symbols that have precise definitions. Many opportunities exist for miscommunication in mathematics if the words and symbols are interpreted incorrectly or used in imprecise ways. In fact, it is found that imprecision is a common source of mathematical disagreements and misunderstandings…
Descriptors: Mathematics Education, Equations (Mathematics), Class Activities, Demonstrations (Educational)
Spandler, Carl – Journal of Geoscience Education, 2016
Mineralogy is an essential component of Earth Science education, yet many students struggle to obtain adequate comprehension and knowledge of mineralogy during tertiary (postsecondary) degree programs. The use of educational games can be an effective strategy for science teaching as games provide an active learning environment that enhances…
Descriptors: Mineralogy, Science Instruction, Educational Games, Earth Science
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Sigirtmac, Ayperi Dikici – Educational Research and Reviews, 2016
In recent years, chess training is offered as a compulsory elective course in some pre-schools, whereas it is not offered in some other pre-schools. There are children who attend chess clubs outside of schools. Chess is considered to be a game of intelligence, and its effects on individuals have been the subject of many researches. This study was…
Descriptors: Games, Creativity, Theory of Mind, Creative Development
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Aypay, Ayse – Eurasian Journal of Educational Research, 2016
Statement of the Problem: Children are constantly stimulated in different developmental areas through playing games with other children or adults. Play can provide a context wherein children achieve deep learning through the integration of intellectual, physical, moral, and spiritual values and commit themselves to learning, developing, and…
Descriptors: Foreign Countries, Children, Games, Values Education
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Le Blanc, Amana Marie – International Journal of Qualitative Studies in Education (QSE), 2016
This article posits the use of adapted multicase methodology as appropriate to the exploration of participant cases and context that are fragmented, fluid, and interconnected artefacts of hypermediated postmodern experiences. This paper attempts to deconstruct conventional interpretations of "case" and "context," in an effort…
Descriptors: Case Studies, Research Methodology, Postmodernism, Gender Issues
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Di Mascio, Tania; Gennari, Rosella; Melonio, Alessandra; Tarantino, Laura – International Journal of Distance Education Technologies, 2016
Though temporal reasoning is a key factor for text comprehension, existing proposals for visualizing temporal information and temporal connectives proves to be inadequate for children, not only for their levels of abstraction and detail, but also because they rely on pre-existing mental models of time and temporal connectives, while in the case of…
Descriptors: Time Perspective, Visual Aids, Reading Comprehension, Reading Instruction
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Osipov, Ilya V.; Volinsky, Alex A.; Nikulchev, Evgeny; Prasikova, Anna Y. – International Journal of Web-Based Learning and Teaching Technologies, 2016
The paper describes development of the educational online web communication platform for teaching and learning foreign languages. The main objective was to develop a web application for teaching foreigners to understand casual fluent speech. The system is based on the time bank principle, allowing users to teach others their native language along…
Descriptors: Second Language Instruction, Educational Games, Web Based Instruction, Online Courses
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Snow, Erica L.; Likens, Aaron D.; Allen, Laura K.; McNamara, Danielle S. – International Journal of Artificial Intelligence in Education, 2016
Game-based environments frequently afford students the opportunity to exert agency over their learning paths by making various choices within the environment. The combination of log data from these systems and dynamic methodologies may serve as a stealth means to assess how students behave (i.e., deterministic or random) within these learning…
Descriptors: Student Behavior, Pretests Posttests, High School Students, Teaching Methods
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Bosschaart, Adwin; van der Schee, Joop; Kuiper, Wilmad – Journal of Environmental Education, 2016
This study focused on designing a flood-risk education program to enhance 15-year-old students' flood-risk perception. In the flood-risk education program, learning processes were modeled in such a way that the arousal of moderate levels of fear should prompt experiential and analytical information processing. In this way, understanding of flood…
Descriptors: Natural Disasters, Emergency Programs, Foreign Countries, Adolescents
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Buckley, Patrick; Doyle, Elaine – Interactive Learning Environments, 2016
The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a…
Descriptors: Educational Games, Intervention, Learner Engagement, Pretests Posttests
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Spriggs, Amy D.; Gast, David L.; Knight, Victoria F. – Journal of Autism and Developmental Disorders, 2016
The purpose of this study was to evaluate both video modeling and observational learning to teach age-appropriate recreation and leisure skills (i.e., accessing video games) to students with autism spectrum disorder. Effects of video modeling were evaluated via a multiple probe design across participants and criteria for mastery were based on…
Descriptors: Video Technology, Modeling (Psychology), Observation, Recreational Activities
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Nelson, Nancy J.; Fien, Hank; Doabler, Christian T.; Clarke, Ben – TEACHING Exceptional Children, 2016
One can barely keep up with the pace at which new educational games and apps are being introduced and digested in the market. With so many choices available, how do schools and teachers decide what to use? How do they have confidence their choices will result in desired outcomes? Education technology offers a number of potential benefits that can…
Descriptors: Educational Technology, Educational Games, Computer Oriented Programs, Technology Uses in Education
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