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Chou, Pao-Nan; Chang, Chi-Cheng; Hsieh, Shih-Wan – Technology, Pedagogy and Education, 2020
The purpose of the current study was to investigate students' overall learning process during the implementation of educational escape-the-room games (EERGs) in classrooms. This study adopted a two-stage case-study methodology, namely single-case and multi-case designs. In the first stage, a well-designed EERG for a Chinese language class was…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
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Wiggins, Bradley E. – International Journal of Game-Based Learning, 2016
This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital…
Descriptors: Computer Games, Simulated Environment, Video Games, Educational Games
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Morgan, Scott; Randle, Atilla; Coombs, Rachel; Yhnell, Emma – Journal of STEM Outreach, 2020
We describe the design, creation, and preliminary evaluation of a hands-on interactive game, "Giant Genes," which was developed to explain the concept of genetics and the central dogma of gene expression to audiences at Cardiff University's Brain Games. The Giant Genes game is a modified version of the traditional game "Jenga."…
Descriptors: Game Based Learning, Curriculum Development, Learner Engagement, Genetics
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Anderson, Katelyn; Grudens-Schuck, Nancy; Valek, Robert; Schulte, Lisa A.; Smalley, Scott W. – Natural Sciences Education, 2020
Digital games, especially simulations, have supported student learning outcomes in the areas of science and agriculture in classrooms and nonformal settings. Simulations contribute robustly to student achievement in science, technology, engineering, and mathematics (STEM), and agriculture content areas, especially when they are aligned with…
Descriptors: Academic Standards, National Standards, Video Games, Computer Simulation
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Consalvo, Mia; Phelps, Andrew – American Journal of Play, 2020
The authors provide a deep reading of the fictional small American town of Possum Springs in the 2017 adventure game "Night in the Woods" ("NiTW") to demonstrate how game architecture and environments have become richer and more complex spaces for narrative development and storytelling. The act of navigating the game's town,…
Descriptors: Mental Health, Social Class, Video Games, Story Telling
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Baserer, Dilek – World Journal of Education, 2020
Learning with activities is a method of learning where learning process is much easier with practical applications rather than theoretical structure of information given to learn a subject. As learning with activities contain practical applications, it is of great importance in teaching a learning outcome of any teaching program. For that reason,…
Descriptors: Experiential Learning, Logical Thinking, Units of Study, Educational Games
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Yanar, Senol – African Educational Research Journal, 2020
This research aims to guide coaches in determining the preferences of coaches regarding teaching methods by demonstrating the effects of different teaching methods in tennis in teaching. Working groups were created, and the subjects who participated in these groups were composed of female students who had never played tennis before and studied in…
Descriptors: Foreign Countries, Athletic Coaches, Teaching Methods, Racquet Sports
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Minnameier, Gerhard – Frontline Learning Research, 2020
While acknowledging the phenomenon of "happy victimizing" (HV), the classical explanation is questioned and challenged. HV is typically explained by a lack of moral motivation (MM) that is thought to develop in late childhood and adolescence. Apart from empirical evidence for widespread HV in adulthood, there are also strong theoretical…
Descriptors: Victims, Moral Values, Decision Making, Developmental Stages
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Ramle, Rosni; Rosli, D'oria Islamiah; Nathan, Shelena Soosay; Berahim, Mazniha – International Journal of Evaluation and Research in Education, 2020
Dijkstra algorithm is important to be understood because of its many uses. However, understanding it is challenging. Various methods to teach and learn had been researched, with mixed results. The study proposes question-led approach of the algorithm in a game-based learning context. The game designed based on an existing game model, developed and…
Descriptors: Game Based Learning, Mathematics, Graphs, Instructional Effectiveness
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Stolz, Jörg; Lindemann, Anaïd – Journal of Mixed Methods Research, 2020
Despite tremendous interest in social games and game studies, the potential of game heuristics for the field of mixed methods remains unknown. This article introduces game heuristics to mixed methods research, showing how it was used in a specific study on the survival probabilities on the "Titanic." Specifically, we describe how game…
Descriptors: Data Analysis, Heuristics, Mixed Methods Research, Inferences
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Rodriguez, Jon-Marc G.; Bain, Kinsey; Towns, Marcy H. – International Journal of Research in Undergraduate Mathematics Education, 2020
Mathematics is used in the physical sciences to describe and model phenomena, resulting in a unique interface between mathematics and disciplines such as chemistry and physics. This paper focuses on themes emerging from a larger project that investigated how students understand and use mathematics in chemical kinetics, a field of study concerned…
Descriptors: Epistemology, Educational Games, College Mathematics, Chemistry
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Lee, Hye Kyung; Choi, Ahram – Educational Technology Research and Development, 2020
The study presents results of a tablet-based math game intervention to enhance early numeracy skills of children in Tanzania. Standard level 1 children (n = 122), attending a rural primary school, were randomly allocated to either intervention or control group. The intervention group participated in a daily intervention session for 46 days.…
Descriptors: Numeracy, Mathematics Skills, Handheld Devices, Game Based Learning
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Wang, Ya-Ling; Hou, Huei-Tse; Tsai, Chin-Chung – Educational Gerontology, 2020
There is a growing body of research which explores the benefits to the elderly of playing digital games for knowledge acquisition, various skills enhancement and well-being. However, few systematic literature reviews have highlighted and updated the trends and findings regarding digital games designed for older users and learners. Also, a forced…
Descriptors: Computer Games, Older Adults, Skill Development, Classification
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Hong, Bei – Journal of Economic Education, 2020
In this article, the author describes a classroom experiment in which participants make decisions to achieve the lowest-cost production. Student volunteers acting as smartphone companies are provided with confidential information representing their own cost of production and are asked to make trade decisions to form a supply chain at the lowest…
Descriptors: Supply and Demand, Educational Games, Educational Experiments, Class Activities
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Moreno, Matthew; Schnabel, Rose; Lancia, Gabriella; Woodruff, Earl – Education and Information Technologies, 2020
Literature indicates that both academic tasks (Deater-Deckard et al. 2013; Skinner et al. "Educational and Psychological Measurement," 69(3): 493-525, 2009) and video gaming (Irwin "The Journal of Psychology," 133, 157-164, 1999; Laffan et al. "Computers in Human Behavior," 65, 544-549, 2016; Whitton "Simulation…
Descriptors: Video Games, Emotional Response, Psychophysiology, Psychological Patterns
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