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Jiménez-Muñoz, Laura; Peñuelas-Calvo, Inmaculada; Calvo-Rivera, Pilar; Díaz-Oliván, Isaac; Moreno, Manon; Baca-García, Enrique; Porras-Segovia, Alejandro – Journal of Autism and Developmental Disorders, 2022
Video games are a promising area of intervention for children diagnosed with Autism Spectrum Disorders (ASD). However, reviews on this topic are scarce. This review on studies exploring video games for the treatment of ASD followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines, and its protocol was registered in…
Descriptors: Video Games, Intervention, Children, Autism
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Colvert, Angela – Literacy, 2022
To support digital literacies in schools, fundamental reorientation and rethinking is required to develop 'appropriate' pedagogical practices which are aligned with (and extend) the current curriculum. To achieve this, new flexible frameworks and tools are needed to support educators to work creatively and productively within the current…
Descriptors: Technological Literacy, Play, Design, Teaching Methods
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Bulut, Derman; Samur, Yavuz; Cömert, Zeynep – Smart Learning Environments, 2022
In the 2020s, it is clear that children now spend most of their days in front of the screen. During screen time, playing games is one of the most important activities of children. However, technology is developing day by day and innovations are quickly becoming a natural part of life. Therefore, children now need to be creative people who produce…
Descriptors: Grade 5, Grade 6, Creative Thinking, Educational Technology
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Vardanian, Maryna – Children's Literature in Education, 2022
The numerous ecological catastrophes of the twentieth century caused by humans have found their way into mass culture. Among them is the Chornobyl nuclear accident that took place in Ukraine in 1986. This disaster became a subject of reflection not only in Ukrainian literature but also in world films and computer games. Along with other works on…
Descriptors: Foreign Countries, Nuclear Energy, Facilities, Fiction
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de Mooij, Susanne M. M.; Dumontheil, Iroise; Kirkham, Natasha Z.; Raijmakers, Maartje E. J.; van der Maas, Han L. J. – Developmental Science, 2022
The ability to monitor and adjust our performance is crucial for adaptive behaviour, a key component of human cognitive control. One widely studied metric of this behaviour is post-error slowing (PES), the finding that humans tend to slow down their performance after making an error. This study is a first attempt at generalizing the effect of PES…
Descriptors: Electronic Learning, Educational Technology, Educational Games, Error Patterns
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Henderson, Nathan; Acosta, Halim; Min, Wookhee; Mott, Bradford; Lord, Trudi; Reichsman, Frieda; Dorsey, Chad; Wiebe, Eric; Lester, James – International Educational Data Mining Society, 2022
Stealth assessment in game-based learning environments has demonstrated significant promise for predicting student competencies and learning outcomes through unobtrusive data capture of student gameplay interactions. However, as machine learning techniques for student competency modeling have increased in complexity, the need for substantial data…
Descriptors: Evaluation Methods, Game Based Learning, Educational Environment, Learning Strategies
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Gutiérrez M., Esther D.; Barreto, Gabriel; Pazmino, Arturo; Lamilla Rubio, Erick; Montero, Eduardo – Physics Teacher, 2022
In this work, we will describe a Peer Project Learning assignment focused on the STEM project-based learning activities where students build a custom board game with a series of constraints that guide them to learn (and later teach) about the main concepts of an electromagnetism physics course for undergraduate students.
Descriptors: Physics, Science Instruction, Energy, Magnets
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Trinh, Mai P. – Management Teaching Review, 2022
Mobile app escape games are excellent tools to create an experiential learning process in online contexts. Through the act of solving puzzles to escape the rooms, students experience a process in which they need to discover new information and clues, adjust their strategies repeatedly, and become more aware of the way they learn. Their emotional…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Educational Technology
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Jeong, Soojeong; Elliott, Jennifer B.; Feng, Zhang; Feldon, David F. – Journal of Science Education and Technology, 2022
The properties and functions of complex systems apply across a variety of domains of science and are at the heart of the solutions to many global crises facing the world today. As such, understanding of complex systems has been increasingly recognized as a core goal of science education. Learning about complexity-related concepts and phenomena is…
Descriptors: Ecology, Systems Approach, Science Education, Scientific Concepts
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Gutiérrez, Lorena; Calderon, Yajaira; Rodriguez, Louie F.; Espinoza, Enrique; Macias, Cindy; Chang, Elisa – Association of Mexican American Educators Journal, 2022
This article examines the foundations of Latina/o/x excellence as a culturally-embedded practice born, taught, and cultivated in the home by the family members of Latina/o/x high school students. The research team conducted a phenomenological study on excellence in the home, school and community of Latina/o/x youth in Southern California. In this…
Descriptors: Hispanic American Students, High School Students, Family Environment, Family Influence
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Szendroi, László; Dhir, Krishna S.; Czakó, Katalin – International Journal of Game-Based Learning, 2022
In this study, a gamification process was implemented in an undergraduate course of Economics that consisted 397 students. The primary purpose of the research was to empirically validate the effects of gamification in terms of the variables of engagement, motivation, entertainment, perceived relevance of the course, knowledge increase and…
Descriptors: Game Based Learning, Economics Education, Undergraduate Students, Outcomes of Education
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Albayrak, Mustafa; Simsek, Mertkan; Yazici, Nurullah – International Journal on Social and Education Sciences, 2022
In this study, the effect of educational games, which are included in the alternative learning activities prepared by the researchers, on the learning environment will be investigated. In other words, the effect of educational games on the elimination of difficulties experienced by students in reading and writing natural numbers and the formation…
Descriptors: Educational Games, Mathematics Instruction, Number Concepts, Grade 5
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Tunnel, Raimond-Hendrik; Norbisrath, Ulrich – Journal of Education and Learning, 2022
Designing a video game design and development curriculum in higher education is a challenging task. Information about the needs of the respective industry certainly helps. In this paper, we have surveyed Estonian video game development companies to determine their current needs when it comes to knowledge areas, software tools, languages,…
Descriptors: Foreign Countries, Video Games, Higher Education, Industry
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Liu, Ze-Min; Fan, Xianli; Liu, Yujiao; Ye, Xin-dong – British Journal of Educational Technology, 2022
Children's unexpected cardiac arrest warrants cardiopulmonary resuscitation (CPR) by kindergarten teachers. Yet, recent research revealed trained personnel reporting poor transfer of acquired skills during real-world emergencies with conventional CPR training. Immersive virtual reality (IVR) training induces a greater sense of presence and agency…
Descriptors: Kindergarten, Preservice Teachers, First Aid, Computer Simulation
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Rodríguez-Negro, Josune; Pesola, Johannes Arto; Yanci, Javier – British Journal of Educational Psychology, 2022
Aims: The aim of this study was to investigate the effects of physical education (PE) class contents on 6-8 years school-age children's perceived exertion, psychological responses and cognitive functions. Materials and Methods: These dimensions were measured in 135 children (6.61 ± 0.58 years) before and after an 8-week different PE intervention…
Descriptors: Elementary School Students, Physical Education, Psychological Patterns, Emotional Response
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