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Anne-Marie Cederqvist – Journal of Technology and Teacher Education, 2023
The aim of this paper is to review empirical research on ways to use Augmented Reality (AR) as a pedagogical tool in science teacher education and to identify possibilities and limitations. A literature search was conducted based on published articles in peer-reviewed journals between 2010 and 2023. Eighty-two research articles were screened at…
Descriptors: Computer Simulation, Simulated Environment, Physical Environment, Science Teachers
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Naruemon Sitthikrai; Chulida Hemtasin; Tawan Thongsuk – Journal of Education and Learning (EduLearn), 2023
The objectives of this action research were: (1) To develop learning achievement in basic science subjects of grade 8 students who received an inquiry-based learning (IBL) management system combined with an educational game on the topic of solutions to pass the requirement of 70%; and (2) To study the satisfaction of grade 8 students toward the…
Descriptors: Academic Achievement, Active Learning, Inquiry, Educational Games
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Zhonggen Yu – SAGE Open, 2023
The past several years have been witnessing the fast development of information and communication technology, with which an increasing number of serious games are being designed and developed. Randomly selected participants were divided into the treatment and control cohorts. Two experiments, as well as a semi-structured interview, were…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Game Based Learning
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Irfan Fauzi; Andika Arisetyawan; Jiraporn Chano – International Online Journal of Primary Education, 2023
This study aims to develop a didactic design using Engklek games to teach the concept of fractions in elementary schools. This study combines a cultural approach, namely Engklek games with mathematics in the concept of fractions. This study used didactical design research, with 2 research subjects, namely 20 students in grade 5 for learning…
Descriptors: Game Based Learning, Elementary School Students, Grade 5, Fractions
Saad, Simone – ProQuest LLC, 2023
Using technology in the 1:1 classroom has been a focus of scholars and has become the educational standard for many schools, especially those in the United Arab Emirates (UAE). However, researchers have demonstrated that even though access to laptops is no longer an issue in many schools, there remains low integration of engaging activities in the…
Descriptors: Foreign Countries, Technology Uses in Education, Laptop Computers, Technology Integration
Ed. Yi-Fang Lee; Ed. Lung-Sheng Lee – Online Submission, 2023
With the rise of digital technologies, digital learning (DL) has created new opportunities and challenges for traditional education. This book aims to: (1) strengthen the mutual understanding and connection between Taiwan and other countries with high digital competitiveness in promoting DL in primary and secondary schools, so as to facilitate the…
Descriptors: Educational Trends, Electronic Learning, Competition, Comparative Education
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María-Isabel de Vicente-Yagüe-Jara; Olivia López-Martínez; Verónica Navarro-Navarro; Francisco Cuéllar-Santiago – Comunicar: Media Education Research Journal, 2023
The main objective of the research is to study the creative potential of Artificial Intelligence (AI) for writing skills in an educational context. The research aims to provide evidence on the use of AI and contribute to its integration in the classroom as a support for the teaching-learning process. Two types of research designs were established:…
Descriptors: Artificial Intelligence, Natural Language Processing, Man Machine Systems, Creativity
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Liisa Ilomäki; Minna Lakkala; Veera Kallunki; Darren Mundy; Marc Romero; Teresa Romeu; Anastasia Gouseti – Review of Education, 2023
The rapid and ongoing technological developments and the changes in societal practices require us to update our understanding and skills relating to digital technology use continuously. Various frameworks have been created in recent years to explore the different aspects of "digital literacies" or "digital competencies" and a…
Descriptors: Technological Literacy, Educational Policy, Educational Research, Media Literacy
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Sherry Y. Chen; Chia-Yi Tseng; Chao-Yang Cheng – Interactive Learning Environments, 2023
This study proposed a three-tier test to help students learn English grammar. To reduce students' anxiety, game-based learning was incorporated into the three-tier test, where personalization was also implemented to accommodate students' different needs. More specifically, we developed a Personalized Entertaining Three-Tier Test (PET3), which…
Descriptors: English (Second Language), Language Tests, Grammar, Game Based Learning
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Aisyah Saad Abdul Rahim – Journal of Chemical Education, 2023
Educational escape rooms are immersive puzzle-based games that rely on teamwork skills in problem-solving, critical thinking, and communication. This paper describes the development of desert island themed escape rooms in a blended learning environment using physical and online puzzles that were hosted on Genially. The blended escape rooms were…
Descriptors: Game Based Learning, Puzzles, Teamwork, Problem Solving
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Alexandra Rysulová – NORDSCI, 2023
Game jams, previously unexplored in education, involve interdisciplinary teams developing game prototypes rapidly. These events promote collaboration, diverse game development experiences, and innovative design. This paper examines game jams' educational potential, highlighting their role in cultivating technical prowess and vital soft skills like…
Descriptors: Game Based Learning, Soft Skills, 21st Century Skills, Interdisciplinary Approach
Amelia Auchstetter; Eben Witherspoon; Oluchi Ozuzu; Jonathan Margolin; Lawrence B. Friedman – American Institutes for Research, 2023
The purpose of this study was to evaluate the implementation and impact of the Pack program. The Pack was developed by the New York Hall of Science (NYSCI) and includes a digital game and set of curricular and professional development resources that aim to support computational thinking teaching and learning in middle school science and computer…
Descriptors: Computation, Thinking Skills, Educational Games, Program Implementation
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Buteau, Chantal; Muller, Eric – International Journal of Game-Based Learning, 2018
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which "players think and act like real world professionals" has been called epistemic. This article presents an empirical…
Descriptors: Computer Games, Educational Games, Probability, Educational Technology
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Korucu, Tugrul; Kabak, Kadir – International Technology and Education Journal, 2019
There are many academic studies in the literature examining educational digital applications. These studies documented the positive effects of practices on attitudes and academic achievement. Information technologies which have become a part of our lives have taken their place in our education system and contributed to education system in many…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Assisted Instruction
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Watson-Huggins, Janice; Trotman, Sandra – Quarterly Review of Distance Education, 2019
This article discusses a quantitative study, gamification and motivation to learn math using technology which focused on gathering information to answer the questions "Can gamification motivate students toward learning mathematics?" Gamification, a method used to describe the use of game-based mechanics in nongame contexts, can influence…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Game Based Learning
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