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Kerr, Deirdre; Chung, Gregory K. W. K.; Iseli, Markus R. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Analyzing log data from educational video games has proven to be a challenging endeavor. In this paper, we examine the feasibility of using cluster analysis to extract information from the log files that is interpretable in both the context of the game and the context of the subject area. If cluster analysis can be used to identify patterns of…
Descriptors: Video Games, Multivariate Analysis, Data Analysis, Context Effect
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Jordan, Kerry E.; Baker, Joseph – Developmental Science, 2011
This study presents the first evidence that preschool children perform more accurately in a numerical matching task when given multisensory rather than unisensory information about number. Three- to 5-year-old children learned to play a numerical matching game on a touchscreen computer, which asked them to match a sample numerosity with a…
Descriptors: Preschool Children, Young Children, Multisensory Learning, Educational Games
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Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2025
These proceedings contain the papers of the 22nd International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2025), held in Porto, Portugal, from 1 to 3 November 2025 and organized by the International Association for Development of the Information Society (IADIS). [Individual papers are indexed in ERIC.]
Descriptors: Technology Uses in Education, Educational Technology, Artificial Intelligence, Concept Mapping
Warr, Melissa; West, Richard E. – Interdisciplinary Journal of Problem-based Learning, 2020
This article describes the implementation of an interdisciplinary design studio as a means to teach creative problem-solving through project-based learning. "Learning and Innovation Skills" has been designated as a core skill that students need to be successful in today's world, and project-based learning is one approach to helping…
Descriptors: Interdisciplinary Approach, Student Projects, Active Learning, Teaching Methods
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Makewa, Lazarus Ndiku, Ed.; Ngussa, Baraka Manjale, Ed. – IGI Global, 2020
Effective use of technology in areas that include admissions, record keeping, billing, compliance, athletic administration, and more hold untold potential to transform higher education by introducing significant efficiencies and dramatic cost reductions in serving students. How the institution organizes itself will to a large extent depend on how…
Descriptors: Information Technology, Higher Education, Organizational Culture, College Faculty
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Evans, Michael A.; Pruett, Jordan; Chang, Mido; Nino, Miguel – Journal of Educational Technology Systems, 2014
Middle school mathematics education is subject to ongoing reform based on advances in digital instructional technologies, especially learning games, leading to recent calls for investment in "personalized learning." Through an extensive literature review, this investigation identified three priority areas that should be taken into…
Descriptors: Individualized Instruction, Instructional Design, Middle School Students, Mathematics Instruction
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Quick, John M.; Atkinson, Robert K. – International Journal of Game-Based Learning, 2014
The purpose of this study was to investigate the relationships between gameplay enjoyment, gaming goal orientations, and individual characteristics. A total of 301 participants were surveyed and the data were analyzed using structural equation modeling. This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game design features that…
Descriptors: Correlation, Educational Games, Surveys, Structural Equation Models
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Hamann, Katharina; Bender, Johanna; Tomasello, Michael – Developmental Psychology, 2014
The present study investigated young preschoolers' proportional allocation of rewards in 2 different work contexts. We presented 32 pairs of 3.5-year-old peers with a collaborative task to obtain rewards by pulling ropes. In order to establish differences in work input, 1 child's rope was not immediately accessible but had to be retrieved from the…
Descriptors: Preschool Children, Cooperative Learning, Sharing Behavior, Moral Development
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Almond, Russell G.; Kim, Yoon Jeon; Velasquez, Gertrudes; Shute, Valerie J. – Measurement: Interdisciplinary Research and Perspectives, 2014
One of the key ideas of evidence-centered assessment design (ECD) is that task features can be deliberately manipulated to change the psychometric properties of items. ECD identifies a number of roles that task-feature variables can play, including determining the focus of evidence, guiding form creation, determining item difficulty and…
Descriptors: Educational Games, Simulation, Psychometrics, Educational Assessment
Shaughnessy, Michael F. – Educational Technology, 2014
Scott McLeod is recognized as one of the nation's leading experts on K-12 school technology leadership issues. After 14 years as an Educational Leadership professor, Dr. McLeod currently serves as the Director of Innovation for Prairie Lakes Area Education Agency in Iowa. He also is the Founding Director of the UCEA Center for the Advanced Study…
Descriptors: Interviews, Educational Technology, Educational Games, Advocacy
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Gil, Sandrine; Aguert, Marc; Bigot, Ludovic Le; Lacroix, Agnès; Laval, Virginie – International Journal of Behavioral Development, 2014
The ability to infer the emotional states of others is central to our everyday interactions. These inferences can be drawn from several different sources of information occurring simultaneously in the communication situation. Based on previous studies revealing that children pay more heed to situational context than to emotional prosody when…
Descriptors: Emotional Response, Intonation, Nonverbal Communication, Computer Games
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Seward, Jannike; Schuster, John W.; Ault, Melinda Jones; Collins, Belva C.; Hall, Meada – Education and Training in Autism and Developmental Disabilities, 2014
We compared the effects of simultaneous prompting and constant time delay in teaching two solitaire card games to five high school students with moderate intellectual disability. An adapted alternating treatments within a multiple probe design was used to evaluate the effectiveness and efficiency of the procedures. Both procedures were effective…
Descriptors: Comparative Analysis, Prompting, Time, Moderate Mental Retardation
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Kim, Beaumie; Tan, Lynde; Tan, Seng Chee – Educational Media and Technology Yearbook, 2014
Infusing games into classroom teaching and learning has been a keen interest among researchers and educators. Game-based learning offers potentials for creating twenty-first century learning environment that promises to better engage our digital generation. Yet, creating educational games that both engage learners and address schools' educational…
Descriptors: Game Based Learning, Teaching Methods, Design, Aesthetics
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Clara Pracana, Editor; Michael Wang, Editor – Online Submission, 2024
This book contains a compilation of papers presented at the International Psychological Applications Conference and Trends (InPACT) 2024, organized by the World Institute for Advanced Research and Science (WIARS), held in International Psychological Applications Conference and Trends (InPACT) 2024, held in Porto, Portugal, from 20 to 22 of April…
Descriptors: Educational Psychology, Statistics, Epistemology, Student Attitudes
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Hellermann, John; Thorne, Steven L.; Fodor, Peter – Classroom Discourse, 2017
Literacy, and particularly reading, is critical to success in schooling and full participation in contemporary societies. As one of the primary skills needed to develop proficiency in a language, the study of reading in additional languages has attracted significant research attention. Focusing on behaviourally visible and locally occasioned…
Descriptors: Oral Reading, Reading Aloud to Others, English Language Learners, Handheld Devices
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