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Nicholson, Scott – Childhood Education, 2018
Escape rooms are "live-action team-based games where players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal (usually escaping from the room) in a limited amount of time." Escape Rooms are one type of Escape Game, which are narrative-based challenges that use puzzles, tasks,…
Descriptors: Class Activities, Educational Games, Learner Engagement, Puzzles
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Hernández Reyna, Martín; Arellano Pimente, J. Jesús; Toledo, Guadalupe Toledo; Hernández López, Miguel Ángel – International Journal of Education and Development using Information and Communication Technology, 2018
In this paper, a playful 3D platform using Kinect as a natural means of user interaction to provide a useful teaching resource is described. This platform acquires knowledge of the components and overall operation of a wind turbine. This platform is implemented as an educational game with three levels. Level 1 is responsible for showing the names…
Descriptors: Teaching Methods, Manipulative Materials, Educational Games, Equipment
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Day, Christopher; Koivu, Kendra L. – Journal of Political Science Education, 2019
When it comes to research design, the literature largely focuses on prescriptions for strengthening causal inference--identifying confounders, selecting appropriately comparable cases, generating testable hypotheses, etc. This approach to research design features the logic of inquiry heavily, but overlooks the logic of discovery. The logic of…
Descriptors: Puzzles, Problem Based Learning, Research Design, Research Projects
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Bustamante, Andres S.; Greenfield, Daryl B. – Measurement and Evaluation in Counseling and Development, 2019
Currently, the most widely used direct assessment of motivation orientation for preschoolers has little to no research on its reliability and validity. This study examined the test-retest reliability and concurrent and predictive validity of this direct assessment. Results highlight potential limitations of this measure in capturing motivation…
Descriptors: Early Intervention, Preschool Children, Preschool Education, School Readiness
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Ye, Li; Wang, Ruoyan; Zhao, Jing – Journal of Educational Computing Research, 2021
In recent years, more serious games are used in different learning areas to improve the process of knowledge acquisition and learning outcomes. This study discusses a game mode based on a jigsaw puzzle with scaffolding-aid for cultural heritage learning. A case study using an historical pattern from China examines the effectiveness of improving…
Descriptors: Performance Factors, Learning Motivation, Cultural Background, Heritage Education
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Pieronkiewicz, Barbara; Szczygiel, Monika – Early Child Development and Care, 2020
This manuscript elaborates on the construct of mathematical resilience and the importance of engaging children in mathematically rich conversations from the earliest age. We begin with a review of the existing literature addressing these issues. Since little has been written thus far on how exactly the early childhood facilitators, such as parents…
Descriptors: Parent Child Relationship, Resilience (Psychology), Mathematics Skills, Preschool Children
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Manzo, Daniel Vito; Ottmar, Erin R.; Landy, David; Weitnauer, Erik; Achgill, Christian – AERA Online Paper Repository, 2017
Computational fluency is composed of three components: efficiency, mathematical flexibility, and conceptual understanding. Although research highlights the importance of all three of these components in mathematical understanding, a majority of assessments primarily focus on efficiency. In this paper, we propose a novel way of measuring and…
Descriptors: Mathematics Skills, Technology Uses in Education, Puzzles, Problem Solving
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Rogers, John; Cheung, Anisa – Studies in Second Language Acquisition, 2021
This study is a conceptual replication of Rogers and Cheung's (2018) investigation into distribution of practice effects on the learning of L2 vocabulary in child EFL classrooms in Hong Kong. Following a pretest, treatment, delayed posttest design, 66 primary school students (Cantonese L1) studied 20 vocabulary items over three training episodes…
Descriptors: Linguistic Input, Second Language Learning, Second Language Instruction, English (Second Language)
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Learmonth, Amy E.; Lui, Madeline; Janhofer, Emily; Barr, Rachel; Gerhardstein, Peter – Journal of Cognitive Education and Psychology, 2019
Typically developing (TD) children exhibit a transfer deficit imitating significantly less from screen demonstrations compared to a live demonstrations. Although many interventions for children with autism spectrum disorder (ASD) include video materials, little research exists comparing the effectiveness of video demonstration over live…
Descriptors: Autism, Pervasive Developmental Disorders, Comparative Analysis, Task Analysis
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Bakri, Syah Runniza Ahmad; Liew, Chin Ying; Chen, Chee Khium; Tuh, Moi Hua; Ling, Siew Ching – Asian Journal of University Education, 2020
Sketching the graph of mathematical functions using derivatives is a challenging task for undergraduate students who enrol for the first level of calculus course. Before graph plotting, students are required to perform a thorough function analysis using the concepts learned in differentiation. They are then expected to solicit the results obtained…
Descriptors: Calculus, Mathematics Instruction, College Mathematics, Undergraduate Students
Klymchuk, Sergiy; Thomas, Mike; Alexander, Jordan; Evans, Tanya; Gulyaev, Sergei; Liu, William; Novak, Julia; Murphy, Priscilla; Stephens, Jason; Zaliwski, Andrew – Teaching and Learning Research Initiative, 2020
In 2012 the New Zealand Government identified as a priority the need to address the undersupply of students studying STEM subjects for delivering its Business Growth Agenda. Low engagement and retention rates in STEM subjects contribute to the shortage of STEM graduates, producing a negative impact on the New Zealand economy. This Teaching and…
Descriptors: Problem Solving, Learner Engagement, Intuition, Self Efficacy
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Reade, Tripp – Knowledge Quest, 2017
Tripp Reade is the school librarian at Cardinal Gibbons High School in Raleigh, North Carolina. This article describes how he redesigned his school's library orientation program after learning about escape rooms and a variant known as puzzle rooms. Puzzle rooms present players with a set of challenges to solve; they require "teamwork,…
Descriptors: Puzzles, Library Instruction, School Libraries, Teamwork
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Roh, Kyeong Hah; Lee, Yong Hah; Tanner, Austin – PRIMUS, 2016
The purpose of this paper is to provide issues related to student understanding of logical components that arise when solving word problems. We designed a logic problem called the King and Prisoner Puzzle--a linguistically simple, yet logically challenging problem. In this paper, we describe various student solutions to the puzzle and discuss the…
Descriptors: Mathematical Logic, Word Problems (Mathematics), Puzzles, Mathematics Instruction
Pasquale, Marian – Education Development Center, Inc., 2016
Mathematical problems and puzzles that require commitment and perseverance to solve can help foster deep mathematics understanding in students. In this brief, the author describes factors that influence productive struggle, shares four examples of how teachers often respond to their students' productive struggles, and offers four strategies to…
Descriptors: Mathematics Instruction, Problem Solving, Teaching Methods, Puzzles
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Graham, Kendra; Anderson, James; Rife, Conrad; Heitmeyer, Bryce; Patel, Pranav R.; Nykl, Scott; Lin, Alan C.; Merkle, Laurence D. – IEEE Transactions on Learning Technologies, 2020
Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a…
Descriptors: Computer Networks, Information Security, Task Analysis, Computer Games
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