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LaTeira Haynes Zavala; Kathryn Theiss – International Journal of Education in Mathematics, Science and Technology, 2025
A positive physics identity is crucial for women and minorities who are underrepresented in the field of physics. Pedagogical methods that focus heavily on math rather than concepts present a deterrent to many students in physics courses. This research aimed to determine how a 'gamified' physics curriculum with immediate feedback affects students'…
Descriptors: Gamification, Game Based Learning, Physics, Science Instruction
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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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Souza, P. V. S.; Morais, L. P.; Girardi, D. – Physics Education, 2018
We present an educational game for teaching physics, "Spies." The game is based on the popular boardgame "Codenames." It is useful as a didactic tool to promote and improve student engagement. "Spies" is practical, fast and requires very little physical resources, which makes it ideal for high school teaching and…
Descriptors: Physics, Teaching Methods, Educational Games, Learner Engagement
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Engerman, Jason A.; MacAllan, Monique; Carr-Chellman, Alison A. – Educational Technology Research and Development, 2018
Boys are less likely to receive praise and recognition for good schoolwork, to consider school important, and have fewer opportunities to do the things that they do best (Lopez and Calderon in How America's boys become psychological dropouts. The gallup blog, 2013). Traditional school cultures have come in conflict with the normal and natural ways…
Descriptors: Males, Qualitative Research, Conventional Instruction, Video Games
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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
Hudson, Seth Andrew – ProQuest LLC, 2018
This dissertation is a phenomenological study exploring the lived experiences of industry video game writers. The findings of the study highlight the areas of competence necessary for game writing in the workplace, including writing and storytelling, communication and collaboration, understanding systems and dynamics, tool proficiency, and…
Descriptors: Teaching Methods, Video Games, Competence, Writing Skills
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Debrenti, Edith; László, Beáta – Acta Didactica Napocensia, 2020
Our research focuses on developing elementary students' mental computation skills with the help of card games. Choosing this area of study was motivated by our personal experiences, namely, that mathematics programmes of study do not lay emphasis on this aspect; there are too few hours dedicated to developing this skill, and several mental…
Descriptors: Elementary School Students, Cognitive Development, Games, Mathematics Instruction
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Hugerat, Muhamad; Kortam, Naji; Maroun, Nassrin Toubia; Basheer, Ahmad – EURASIA Journal of Mathematics, Science and Technology Education, 2020
The purpose of this study was to examine how the use of didactic games in teaching science affects the learning environment, achievement, and motivation among primary school students. The research population consisted of 188 5th grade students from two primary schools. This group was divided into an experimental group and a control group. The…
Descriptors: Instructional Effectiveness, Game Based Learning, Educational Games, Active Learning
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Hsiao, Hsien-Sheng; Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Educational Computing Research, 2020
Past studies have suggested that young people lack knowledge regarding food safety, and that food safety education is appropriate for integration into science education since it often involves science knowledge. Thus, this study combined the methods of inquiry-based and game-based learning to develop a computer detective game, called the Poison…
Descriptors: Computer Games, Educational Games, Safety Education, Food
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Kaya, Erdogan; Newley, Anna; Yesilyurt, Ezgi; Deniz, Hasan – Journal of College Science Teaching, 2020
With the release of the Next Generation Science Standards (NGSS), assessing K-12 science teachers' self-efficacy in Computational Thinking (CT) is an important research gap to study. Bandura defines self-efficacy as awareness of the individual's potential and capabilities to accomplish a goal. Teaching efficacy beliefs is a significant identifier…
Descriptors: Thinking Skills, Computation, Self Efficacy, Preservice Teachers
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Blume, Carolyn – Computer Assisted Language Learning, 2020
Despite the prevalence of digital gaming as a leisure activity and research attesting to the affordances of digital game-based language learning (DGBLL) for English as a foreign language (EFL), the use of DGBLL remains low, especially outside the United States. A survey was carried out in order to understand both the beliefs and behaviors of…
Descriptors: Preservice Teachers, English (Second Language), English Teachers, Student Behavior
McCarthy, Kathryn S.; Watanabe, Micah; McNamara, Danielle S. – Grantee Submission, 2020
The Design Implementation Framework, or DIF, is a design approach that evaluates learner and user experience at multiple points in the development of intelligent tutoring systems. In this chapter, we explore how DIF was used to make system modifications to iSTART, a game-based intelligent tutoring system for reading comprehension. Using DIF as a…
Descriptors: Intelligent Tutoring Systems, Reading Comprehension, Educational Games, Program Development
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Vasmatzoglou, Areti; Ní Chiaráin, Neasa – Research-publishing.net, 2020
Virtual simulation training has gained in usage in various educational fields and offers the potential to support and reinforce learning goals when practical experience is not possible. Teaching practice experience in an English as a Foreign Language (EFL) classroom is critical, yet frequently unobtainable for students in Teaching English to…
Descriptors: Electronic Learning, Game Based Learning, Educational Games, Computer Simulation
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Elisabeth Gee; Kelly M. Tran; Priyanka Parekh – International Journal of Designs for Learning, 2020
This design case describes the development of three analog games intended to introduce middle school-age girls to core computer science (CS) concepts. We describe the learning objectives, game mechanics, and narrative elements of each game, and some key problems and decisions that we confronted during the design process. Our design process was…
Descriptors: Games, Design, Females, Learner Engagement
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Moon, Tyler; Abegaz, Tamirat; Payne, Bryson; Salimi, Abi – Journal of Cybersecurity Education, Research and Practice, 2020
Several research findings indicate that basic cyber hygiene can potentially deter the majority of cyber threats. One of the ways cybersecurity professionals can prepare users to ensure proper hygiene is to help them develop their ability to spot the difference between normal and abnormal behavior in a computer system. Malware disrupts the normal…
Descriptors: Information Security, Game Based Learning, Computer Security, Knowledge Level
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