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Christian D. Pirlet – ProQuest LLC, 2021
Social studies teachers are consistently looking for new avenues to motivate learners. To facilitate this process, simulations and roleplaying have garnered considerable attention. However, game-based simulations have received little consideration in social studies classrooms. Through game-based simulations, teachers can create sophisticated…
Descriptors: Teaching Methods, Game Based Learning, Economics Education, Rural Schools
Gasim qizi, Aliyeva Shahla – Journal of Educational Psychology - Propositos y Representaciones, 2020
The article is dedicated to learn the impact of increasing cognitive activity in preschool children. 44 children aged 5-6 were selected for the research and the impact on the cognitive activity through didactic games with them were investigated. Different aspects manifested itself in development of cognitive processes, especially mentality during…
Descriptors: Educational Games, Preschool Children, Cognitive Processes, Preschool Education
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Leorke, Dale – American Journal of Play, 2020
In 2009, Markus Montola, Jaakko Stenros, and Annika Waern published "Pervasive Games: Theory and Design," based on research conducted during the Integrated Project on Pervasive Games (IPerG) and funded by the European Union (E.U.) from 2005 to 2008. They wrote it--the first book-length treatise on the topic--before the widespread use of…
Descriptors: Games, Play, Vocabulary, Validity
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Li, Ruo-Yu; Wang, Chang-Hwa – British Journal of Educational Technology, 2020
The use of smart devices as media for digital learning constitutes a new-generation digital learning paradigm. Therefore, context-aware game-based learning has attracted considerable attention. Location-based games have not only positive effects on learning but also pronounced effects on culture and history. Accordingly, focusing on railway…
Descriptors: Models, Handheld Devices, Networks, Game Based Learning
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Moukachar, Merie B.; Santos, Regina Rosa L. dos – Education Quarterly Reviews, 2020
The present article displays a research designed to investigate the role of the toy library as a research laboratory focusing on plays and educational processes in Pedagogy courses. It is a theme of relevance, as it is necessary to deepen the conception of the toy library as a scientific space for learning, aiming at the improvement of the…
Descriptors: Toys, Libraries, Play, Games
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Tenemaza Kramaley, David; Wishart, Jocelyn – Gifted Education International, 2020
The expert performance theory by Ericsson et al. which maintains that deliberate practice can account for most of the variance in expertise studies is often posed as a strong scientific framework for research on giftedness. The current study explored relationships between performance, deliberate practice and mindset beliefs about intelligence and…
Descriptors: Intelligence, Games, Schemata (Cognition), Expertise
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Garcia, Antero – Reading Research Quarterly, 2020
The author explored the literacy practices in tabletop gaming communities. Focusing on the role of spatiality and materiality in nondigital contexts, this study broadens how literacies research engages with sociocultural analysis of primarily analog settings. Building on experiences in playing the role-playing game Dungeons & Dragons, the…
Descriptors: Games, Role Playing, Learning Processes, Story Telling
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Gonzalez, Gorana; Blake, Peter R.; Dunham, Yarrow; McAuliffe, Katherine – Developmental Psychology, 2020
Ingroup favoritism influences third-party norm enforcement: Third-party punishers are more lenient when an ingroup member has been unfair. By contrast, in 2-party contexts, where punishers are the victims of unfairness, group bias effects are absent or inconsistent. Thus, group bias appears to be particularly influential when enforcing fairness…
Descriptors: Group Dynamics, Justice, Children, Cooperation
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Djaouti, Damien – International Journal of Game-Based Learning, 2020
This article deals with serious game design methods. More specifically, it focuses on the following question: is there any universal series of steps to design a serious game? Or is the availability of several different design methods unavoidable? To try to answer this question, we will study a corpus of ten design methods suited to Serious Games.…
Descriptors: Instructional Design, Educational Games, Methods, Models
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Jeenpracha, Chayakorn; Pongtornvivan, Chayanin; Wongsatit, Nattanan; Ketmuni, Montchatry – Online Submission, 2023
The objectives of this research were (1) to study the results of using board game to improve English vocabulary for upper primary school students in small and medium-sized schools, and (2) to study the students' satisfaction after using board game. There were a total of 100 students: 50 students from small-sized schools, and 50 students from a…
Descriptors: Vocabulary Development, Educational Games, Elementary School Students, Student Satisfaction
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Hawes, Dan; Arya, Ali – IEEE Transactions on Learning Technologies, 2023
Recent research indicates that the majority of postsecondary students in North America "feel overwhelming anxiety," an issue that has also been observed in many other regions and is negatively impacting students' academic performance and overall well-being. This article reports the results of our interdisciplinary analysis of innovative…
Descriptors: Technology Uses in Education, Anxiety, Psychological Patterns, Cognitive Ability
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Iyengar, Ananya; Gupta, Poorvi; Priya, Nidhi – Applied Cognitive Psychology, 2023
We attempt to replicate Roozenbeek and van der Linden's Western-based study in India by employing the "Bad News Game," an online game, in which players take on the role of a misinformation tycoon. They are exposed to weakened doses of the strategies employed in conspiracy and fake news production with the aim to cognitively inoculate…
Descriptors: Foreign Countries, Deception, News Media, News Reporting
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Ayvazo, Shiri; Brill, Alit; Magal, Karen Samuel – TEACHING Exceptional Children, 2023
Problem-solving is a skill of fundamental importance for populations with developmental delays, and especially for students with Autism Spectrum Disorder (ASD). Training students with ASD to solve ill-defined problems is a challenging objective for educational and therapeutic teams. This is due to the myriad of unpredictable situations presented…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Teaching Methods, Intervention
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López-Hernández, Carlos; Lizarraga-Álvarez, Gloria Isabel; Soto-Pérez, Manuel – Accounting Education, 2023
This study presents an empirically validated serious game proposal to cope with the challenges of apathy and lack of security in freshmen studying accounting. A review of the literature on serious games in accounting education found a dearth of studies identifying the factors that promote their effectiveness. Therefore, this study first analyses…
Descriptors: Accounting, Business Administration Education, Experiential Learning, Game Based Learning
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Wang, Zhenlin; Wang, Lamei; Gao, Xiaozi; Zhu, Liqi – Journal for the Study of Education and Development, 2023
This study examined the cognitive predictors and constraints of children's strategic offers in the Ultimatum Game. The Ultimatum Game is a one-shot negotiation on the division of a given sum of rewards between two people, where the receiver has the right to punish the proposer by rejecting unfair offers, which results in nil reward for either…
Descriptors: Games, Young Children, Theory of Mind, Cognitive Ability
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