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Metcalf, Shari; Chen, Jason; Kamarainen, Amy; Frumin, Kim; Vickrey, Trisha; Grotzer, Tina; Dede, Chris – International Journal of Virtual and Personal Learning Environments, 2014
In incorporating technology in science education, some have expressed concern that the value added by technology is primarily due to the novelty or excitement about using the devices, resulting in no lasting effect on student motivation or learning in science. This research addresses this concern through evaluation of student motivation during a…
Descriptors: Student Motivation, Virtual Classrooms, Computer Uses in Education, Computer Simulation
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Ypsilanti, Antonia; Vivas, Ana B.; Räisänen, Teppo; Viitala, Matti; Ijäs, Tuula; Ropes, Donald – Education and Information Technologies, 2014
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in…
Descriptors: Aging (Individuals), Intergenerational Programs, Video Games, Computer Games
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Bate, Frank; MacNish, Jean; Males, Steven – Learning, Media and Technology, 2014
This paper discusses gaming in a Western Australian school for boys. The overriding ethos of the school is supportive of the potential of ICT to better engage students and deliver enhanced educational outcomes. The school sees game-based design as at the vanguard of innovation, but also accepts its important duty of care responsibilities. Tensions…
Descriptors: Educational Games, Teaching Methods, Single Sex Schools, Males
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Samuel Elliott; Geoffrey Elliott – English Journal, 2014
This article reports on an ethnographic analysis of students who play chess at a mixed comprehensive school in England. The authors explore how children learn when playing chess and speculate about how the appeal of the game could be used by secondary teachers to improve English lessons.
Descriptors: Foreign Countries, Secondary School Curriculum, Secondary School Students, Secondary School Teachers
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Seifi, Mohammad; Derikvandi, Zahra; Moosavipour, Saeed; Khodabandelou, Rouhollah – International Journal of Education and Literacy Studies, 2015
The main aim of this research was to investigate the effect of computer games on student' critical thinking disposition and educational achievement. The research method was descriptive, and its type was casual-comparative. The sample included 270 female high school students in Andimeshk town selected by multistage cluster method. Ricketts…
Descriptors: Computer Games, Educational Technology, Technology Uses in Education, Critical Thinking
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Mabingo, Alfdaniels – Journal of Dance Education, 2015
Dances from African communities are gradually getting incorporated into formal education at pre-tertiary and tertiary levels in the United States. Whereas strides have been made to embrace this artistic and cultural diversity, the instructional methodologies that are applied in teaching these dances are commonly founded on Western pedagogic canons…
Descriptors: Foreign Countries, Dance Education, Ethnography, Teaching Experience
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Koutromanos, George; Sofos, Alivisos; Avraamidou, Lucy – Educational Media International, 2015
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary…
Descriptors: Literature Reviews, Educational Games, Handheld Devices, Courseware
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Liao-Troth, Sara; Thomas, Stephanie P.; Webb, G. Scott – Marketing Education Review, 2015
The Value Chain Game is an activity that helps students to develop a holistic understanding of the processes and challenges in managing the value chain so that customer needs are met. Competing value chains work to produce and sell two products. Seasonal demand, quality defects, transportation delays, and audits offer complexities that represent…
Descriptors: Marketing, Business Administration Education, Teaching Methods, Audits (Verification)
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Ideland, Malin; Malmberg, Claes – Environmental Education Research, 2015
This article analyses how "eco-certified children" are constructed as desirable subjects in teaching materials addressing education for sustainable development. We are interested in how discourses structure this cherished practice and how this practice has become "natural" and obvious for us. A discourse analysis is carried out…
Descriptors: Sustainable Development, Environmental Education, Childrens Literature, Textbooks
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Mancilla-Caceres, Juan F.; Espelage, Dorothy; Amir, Eyal – Journal of School Violence, 2015
Even though previous studies have addressed the relation between face-to-face bullying and cyberbullying, none have studied both phenomena simultaneously. In this article, we present a computer game-based method to study both types of peer aggression among youth. Study participants included fifth graders (N = 93) in two U.S. Midwestern middle…
Descriptors: Internet, Bullying, Computer Games, Aggression
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Jackson, Tanner; Boonthum-Denecke, Chutima; McNamara, Danielle – Journal of Interactive Learning Research, 2015
Intelligent Tutoring Systems (ITSs) are situated in a potential struggle between effective pedagogy and system enjoyment and engagement. iSTART (Interactive Strategy Training for Active Reading and Thinking), a reading strategy tutoring system in which students practice generating self-explanations and using reading strategies, employs two devices…
Descriptors: Intelligent Tutoring Systems, Educational Technology, Reading Strategies, Tutoring
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Lestari, Umi Puji; Putri, Ratu Ilma Indra; Hartono, Yusuf – Indonesian Mathematical Society Journal on Mathematics Education, 2015
This study aims to investigate how set model can help students' understanding of addition of integers in fourth grade. The study has been carried out to 23 students and a teacher of IVC SD Iba Palembang in January 2015. This study is a design research that also promotes PMRI as the underlying design context and activity. Results showed that the…
Descriptors: Foreign Countries, Elementary School Mathematics, Grade 4, Mathematical Concepts
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Bergey, Bradley W.; Ketelhut, Diane Jass; Liang, Senfeng; Natarajan, Uma; Karakus, Melissa – Journal of Science Education and Technology, 2015
The primary aim of the study was to examine whether performance on a science assessment in an immersive virtual environment was associated with changes in scientific inquiry self-efficacy. A secondary aim of the study was to examine whether performance on the science assessment was equitable for students with different levels of computer game…
Descriptors: Middle School Students, Inquiry, Self Efficacy, Computer Games
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Carnes, Mark C. – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2015
For centuries, the titans of educational reform--Plato, Rousseau, Dewey, Piaget, Erikson, Csikszentmihalyi and others--have championed the educational benefits of play. Yet many professors and administrators are boggled by the idea of playing academic games in college. They instantly dismiss faculty initiatives like "Reacting to the…
Descriptors: Play, Educational Change, Higher Education, Educational Benefits
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Chee, Yam San; Mehrotra, Swati; Ong, Jing Chuan – Asia-Pacific Journal of Teacher Education, 2015
A dominant discourse on "scaling-up" small-scale innovations based on a limited number of successful classroom trials pervades the educational literature. We view this discourse as insensitive to the professional work of teachers and the human side of school change. Our research investigated how teacher professional development could be…
Descriptors: Foreign Countries, Faculty Development, Social Studies, Governance
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