NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 7,831 to 7,845 of 20,283 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ebrahimzadeh, Mohsen; Alavi, Sepideh – Teaching English with Technology, 2017
The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, High School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Silva, V.; Campos, C.; Sá, A.; Cavadas, M.; Pinto, J.; Simões, P.; Machado, S.; Murillo-Rodríguez, E.; Barbosa-Rocha, N. – Journal of Intellectual Disability Research, 2017
Background: People with Down syndrome (DS) usually display reduced physical fitness (aerobic capacity, muscle strength and abnormal body composition), motor proficiency impairments (balance and postural control) and physical functional limitations. Exergames can be an appealing alternative to enhance exercise engagement and compliance, whilst…
Descriptors: Down Syndrome, Intellectual Disability, Physical Fitness, Muscular Strength
Peer reviewed Peer reviewed
Direct linkDirect link
Buchheister, Kelley; Jackson, Christa; Taylor, Cynthia E. – Australian Primary Mathematics Classroom, 2017
Providing students with an opportunity to explore mathematical content through games allows teachers to include tasks that: (1) present alternative representations of the content; (2) welcome various expressions of mathematical reasoning; and (3) incorporate variations that empower all students to engage in the problem solving process. Games not…
Descriptors: Mathematics Instruction, Educational Games, Mathematical Logic, Access to Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Yavuzcan, H. Güçlü; Sahin, Damla – Design and Technology Education, 2017
In industrial design (ID) education, mechanics-based courses are mainly based on a traditional lecture approach and they are highly abstract for ID students to comprehend. The existing studies highlight the requirement of a new approach for mechanics-based courses in ID departments. This study presents a combined teaching model for mechanisms…
Descriptors: Industry, Design, Teaching Methods, Active Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Reyna, Jorge; Hanham, Jose; Meier, Peter – E-Learning and Digital Media, 2017
The notion of students as co-creators of content in higher education is gaining popularity, with an ever-increasing emphasis on the development of digital media assignments. In a separate paper, the authors introduced the Digital Media Literacies Framework, which is composed of three interrelated domains: (1) conceptual, (2) functional, and (3)…
Descriptors: Taxonomy, Multimedia Materials, Electronic Publishing, Student Developed Materials
Peer reviewed Peer reviewed
Direct linkDirect link
Butler, Yuko Goto – Language Teaching Research, 2017
This article focuses on the design of digital instructional game (DIG) tasks for young second language (L2) learners. The aim of the study is to identify motivational task elements based on what children respond to positively in games and incorporate into their own L2 vocabulary learning game designs. Eighty-two sixth-grade students (ages 11-12…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Learning Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Morales-Belando, María Trinidad; Arias-Estero, José L. – Research Quarterly for Exercise and Sport, 2017
Purpose: The purpose of this study was to know whether an intervention using an adaptation of the teaching games for understanding approach (named teaching races for understanding [TRfU]) led participants to improve skill execution, decision making, race performance, race involvement, race knowledge, enjoyment, intention to continue practicing…
Descriptors: Teaching Methods, Educational Games, Skill Development, Aquatic Sports
Peer reviewed Peer reviewed
Direct linkDirect link
Gresch, Eric; Rawls, Janita – Journal of Education for Business, 2017
This exploratory research examines students' perceptions of a capstone business simulation game by identifying (a) courses that were most useful in preparing students for the simulation and (b) interpersonal skills students found most helpful when working with teammates on the simulation. Also identified are the simulation's impact on student…
Descriptors: Business Skills, Success, Simulation, Interpersonal Competence
Peer reviewed Peer reviewed
Direct linkDirect link
Rush, Karena S.; Golden, Maria E.; Mortenson, Bruce P.; Albohn, Daniel; Horger, Melissa – Contemporary School Psychology, 2017
Research suggests that mind-body techniques are useful for enhancing self-regulatory behaviors, including attention and emotional regulation. The majority of research in this area focuses on adult behavior. However, there has been a growing interest in using mindfulness techniques with children and more recently, in the school setting. Students…
Descriptors: Biofeedback, Behavior Disorders, Emotional Disturbances, Intervention
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rendy; Kristanda, Marcel Bonar; Hansun, Seng – International Journal of Evaluation and Research in Education, 2017
The growth of kids' brain could be optimized by recognizing something. Learning to recognize animals is one of the methods to stimulate the children's brain growth to imagine. Nevertheless, kids tend to spend all their time by playing and could not focus to recognize the animals due to the way of learning which is usually not interactive and not…
Descriptors: Recognition (Psychology), Animals, Brain, Child Development
Peer reviewed Peer reviewed
Direct linkDirect link
Meishar-Tal, Hagit; Ronen, Miky – International Journal of Mobile and Blended Learning, 2017
This paper describes a workshop held as part of preparations for a large scale implementation of a mobile game designed to support learning of the topic "my hometown." The study reveals teachers' attitudes towards the incorporation of smartphones in teaching and learning in school and whether these attitudes changed after experiencing…
Descriptors: Teacher Attitudes, Learning Experience, Electronic Learning, Handheld Devices
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Bowling, Kristi G.; Miller, Leslie M.; Patel, Ruchita; Bass, Kristin M. – Electronic Journal of Science Education, 2017
"Virtual Clinical Trials" simulations were designed to highlight neuroscience research and reinforce experimental design through the recreation of published clinical trials. This paper reports the effectiveness of "Virtual Clinical Trials" simulations in improving knowledge of concepts related to the experimental design process…
Descriptors: Computer Simulation, Neurosciences, Knowledge Level, High School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Marques, Leonardo Brandão; das Graças de Souza, Deisy – International Journal of Game-Based Learning, 2013
Recent research has evaluated the motivational functions of educational games and its potential role for the teaching of reading skills. Educational games must maintain their educational function retaining clear definitions of the teaching objectives and instructional methods. Reading skills can be broken down into more basic behavioral units.…
Descriptors: Foreign Countries, Developing Nations, Educational Games, Preferences
Peer reviewed Peer reviewed
Direct linkDirect link
Bressler, D. M.; Bodzin, A. M. – Journal of Computer Assisted Learning, 2013
Current studies have reported that secondary students are highly engaged while playing mobile augmented reality (AR) learning games. Some researchers have posited that players' engagement may indicate a flow experience, but no research results have confirmed this hypothesis with vision-based AR learning games. This study investigated factors…
Descriptors: Psychological Patterns, Affective Behavior, Learner Engagement, Secondary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Barko, Tim; Sadler, Troy D. – American Biology Teacher, 2013
The educational video game Mission Biotech provides a virtual experience for students in learning biotechnology materials and tools. This study explores the use of Mission Biotech and the associated curriculum by three high school teachers and their students. All three classes demonstrated gains on a curriculum-aligned test of science content.…
Descriptors: Student Attitudes, Biotechnology, Video Games, Secondary School Teachers
Pages: 1  |  ...  |  519  |  520  |  521  |  522  |  523  |  524  |  525  |  526  |  527  |  ...  |  1353