NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 2,086 to 2,100 of 20,257 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Figuccio, Michael Joseph; Johnston, Marla – Journal of Research in Innovative Teaching & Learning, 2022
Purpose: Kahoot! is a free e-learning tool that employs game-based learning which is often considered a best practice in education. The aim of the current study is to assess the effectiveness of Kahoot! in a child development course. Design/methodology/approach: Sections of child development were randomized in terms of review format prior to exams…
Descriptors: Educational Technology, Game Based Learning, Instructional Effectiveness, Grade Prediction
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Cockrell, Susan R.; Harrison, Brandon M. Di Paolo; Davidson, Lesley; Brown, Pennye; Thayer, Jennifer; Meyer, Pamela Sharp – Journal of Instructional Pedagogies, 2022
This paper examines the use of Monopoly® accompanied by Microsoft Excel to assess whether an active learning activity has an impact on the DFW rates in an introductory financial accounting course. (The DFW rate is the percentage of students who earn a grade of D or F or withdraw (W) from the course.) A zero credit hour Monopoly® Lab (which…
Descriptors: Introductory Courses, Accounting, Game Based Learning, Computer Software
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Kroeker, Kelsey – BU Journal of Graduate Studies in Education, 2022
When recess is well-planned out, carefully taught, and expectations are clear, it is a time that can have a multitude of benefits for students. On the contrary, recess time can also be a breeding ground for bullying, name-calling, and aggressive behaviours, which can have detrimental effects on our youth. It is crucial that we recognize the true…
Descriptors: Recess Breaks, Bullying, Aggression, Antisocial Behavior
Peer reviewed Peer reviewed
Direct linkDirect link
Eskelson, Samuel L.; Miller, Catherine M.; Shaw, Doug J. – Australian Mathematics Education Journal, 2022
In this article, the authors present variants to the classic problem the Prisoner's Dilemma. They discuss how senior secondary school students can use these variations to explore basic game theory concepts and develop mathematical proficiencies and practices. They also suggest how students can apply these concepts to decision-making processes in…
Descriptors: Mathematics Education, Mathematics Achievement, Game Theory, Secondary School Students
Peer reviewed Peer reviewed
PDF on ERIC Download full text
MacKeen, Jessica; Wright, Tarah; Séguin, Daniel; Cray, Heather – International Journal of Early Childhood Environmental Education, 2022
In this study, we use face and content validity to determine whether a modified game-based testing instrument is appropriate and relevant for quantifying preschool children's emotional, cognitive, and attitudinal affinity with nature. Six environmental psychology experts completed a questionnaire and subsequent interviews with three of them…
Descriptors: Psychometrics, Test Validity, Game Based Learning, Evaluation Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Daniel, Leah; Doyle, Tanya; Kaesehagen, Colleen – Education 3-13, 2022
The complex relationship between schools, parents and children surrounding mathematics homework is one that is yet to be fully resolved. In a contribution to reconfiguring mathematics homework, a take-home mathematics games kit focusing on multiplication was trialled with primary school children and their parents. Diary and interview data from…
Descriptors: Individualized Instruction, Mathematics Education, Homework, Family School Relationship
Peer reviewed Peer reviewed
Direct linkDirect link
Ak, Serife; Özdemir, Yalçin; Sagkal, Ali Serdar – Contemporary School Psychology, 2022
The present study examined the direct and indirect effects (via moral disengagement) of violent video game playing on bullying/cyberbullying perpetration in early adolescents. The study included 479 middle school students aged 11-14 years (M = 13.06, SD = 0.76). Of the participants, 216 (45.1%) were girls and 263 (54.9%) were boys. The measures…
Descriptors: Video Games, Violence, Bullying, Computer Mediated Communication
Almazyad, Reem Ali – ProQuest LLC, 2022
This study quantitatively and qualitatively measured gender and age differences in cognitive, affective, and behavioral engagement while playing video games among the University of North Texas (UNT) undergraduate students. Also, it examined the relationship between time spent playing video games and the three engagement states. For the…
Descriptors: Undergraduate Students, Gender Differences, Age Differences, Student Behavior
Kari Johnson Cook – ProQuest LLC, 2022
Gamification and game-based learning have been used in the educational setting as an active learning strategy to increase student engagement. This study investigated the extent of the effect of gamification and game-based learning on student engagement of online Allied Health students in the Cultural and Ethical Influences course at Northwestern…
Descriptors: College Students, Gamification, Learner Engagement, Student Attitudes
Ji-Eun Lee; Caroline Byrd Hornburg; Jenny Yun-Chen Chan; Erin Ottmar – Grantee Submission, 2022
This study investigated the effects of (1) proximal grouping of numbers; (2) problem-solving goals to make 100; and (3) prior knowledge on students' initial solution strategies in an interactive online mathematics game. In this game, students transformed an initial expression into a perceptually different but mathematically equivalent goal state.…
Descriptors: Problem Solving, Electronic Learning, Mathematics Activities, Game Based Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ji-Eun Lee; Caroline Byrd Hornburg; Jenny Yun-Chen Chan; Erin Ottmar – Journal of Numerical Cognition, 2022
This study investigated the effects of: (1) proximal grouping of numbers; (2) problem-solving goals to make 100; and (3) prior knowledge on students' initial solution strategies in an interactive online mathematics game. In this game, students transformed an initial expression into a perceptually different but mathematically equivalent goal state.…
Descriptors: Problem Solving, Electronic Learning, Mathematics Activities, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Aakriti Kumar; Aaron S. Benjamin; Andrew Heathcote; Mark Steyvers – npj Science of Learning, 2022
Practice in real-world settings exhibits many idiosyncrasies of scheduling and duration that can only be roughly approximated by laboratory research. Here we investigate 39,157 individuals' performance on two cognitive games on the Lumosity platform over a span of 5 years. The large-scale nature of the data allows us to observe highly varied…
Descriptors: Comparative Analysis, Computational Linguistics, Learning Processes, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Rebelo, Sofia; Isaías, Pedro – Journal of Information Technology Education: Research, 2020
Aim/Purpose: As e-Learning becomes increasingly pervasive, students' engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement.…
Descriptors: Educational Technology, Electronic Learning, Learner Engagement, Game Based Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Piñero Charlo, José Carlos – Education Sciences, 2020
The curricular perspective based on teaching processes which takes formal mathematical knowledge as a starting point has been severely criticized. This traditional perspective considers that the formal mathematical knowledge has to be taught prior to the application so, once taught, it can be used to solve problems. Along with this criticism,…
Descriptors: Educational Games, Game Based Learning, Mathematics Education, Learning Processes
Peer reviewed Peer reviewed
Direct linkDirect link
Es-Sajjade, Abdelghani; Paas, Fred – Educational Technology Research and Development, 2020
Although educational games have been used for a considerable time, their true potential for enhancing achievement and motivation is still being explored. We argue in this paper that we may get closer to realizing this potential if the theoretical underpinning of educational games is improved. We developed a simple interactive math game based on…
Descriptors: Educational Theories, Educational Games, Computer Games, Computer System Design
Pages: 1  |  ...  |  136  |  137  |  138  |  139  |  140  |  141  |  142  |  143  |  144  |  ...  |  1351