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Manjorin, Jeremy Morgan – ProQuest LLC, 2022
This qualitative phenomenological study investigated the experiences of a purposive sample of eight Learning and Development executives to understand the circumstances leading to, as well as the experiences implementing Digital Business Simulation Games (DBSG) in a corporate learning environment, specifically related to the financial service…
Descriptors: Phenomenology, Business Administration, Games, Simulation
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Thacker, Ian – North American Chapter of the International Group for the Psychology of Mathematics Education, 2022
Prompting people to estimate climate change numbers before showing them the true value can shift learners' attitudes and conceptions. Yet, interventions created for such a learning experience are not easily accessible to the general public. The purpose of this preregistered study was to address this research gap by developing and testing an openly…
Descriptors: Climate, Computation, Numbers, Intervention
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Centelles, Josep J.; Moreno, Estefania; de Atauri, Pedro R. – International Society for Technology, Education, and Science, 2022
Games are fully accepted by students, as they stimulate memory, activate reasoning capacities in brain, improve the knowledge and keep out the stress. Our innovation teaching group is interested in using games for teaching Biochemistry of the Chemistry degree. Most of the individual games found in Internet are classified in numerical games…
Descriptors: Educational Games, Naming, Biochemistry, Science Instruction
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Zhou, Guojing; Moulder, Robert G.; Sun, Chen; D'Mello, Sidney K. – International Educational Data Mining Society, 2022
In collaborative problem solving (CPS), people's actions are interactive, interdependent, and temporal. However, it is unclear how actions temporally relate to each other and what are the temporal similarities and differences between successful vs. unsuccessful CPS processes. As such, we apply a temporal analysis approach, Multilevel Vector…
Descriptors: Cooperative Learning, Problem Solving, College Students, Physics
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DeJaynes, Tiffany – International Journal of Information and Learning Technology, 2022
Purpose: The following article examines the playful composing practices of two youth who built on their backgrounds as fan fiction writers, role-players, visual artists and gamers to co-author a multimodal novel across mediated spaces for composing throughout their high school careers. Design/methodology/approach: The study draws on…
Descriptors: Play, Creative Writing, Fiction, Role Playing
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Tilak, Shantanu; Glassman, Michael; Peri, Joshua; Xu, Menglin; Kuznetcova, Irina; Gao, Lixiang – Australasian Journal of Educational Technology, 2022
This paper investigates how psychological needs spurring self-determined motivation relate to collective efficacy for flourishing in online learning communities. Self-determination theory posits individuals experience intrinsic motivation to flourish at educational tasks because of targeted satisfaction of the three psychological needs: autonomy,…
Descriptors: Need Gratification, Self Determination, Self Efficacy, Cooperative Learning
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Yu, Zhonggen; Sukjairungwattana, Paisan; Xu, Wei – International Journal of Adult Education and Technology, 2022
Serious games have been deemed as an effective tool to engage students with various needs and expectations. Although serious games have emerged as an important assistant in education, sparse studies have systematically reviewed the related studies in the fields of bibliographic knowledge structure and their effects. Through CiteSpace, VOSviewer,…
Descriptors: Educational Games, Outcomes of Education, Learner Engagement, Learning Motivation
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Gee, Elisabeth; Gao, Yuchan – Adult Literacy Education, 2022
This article identifies and describes several different approaches to using game-mediated language learning (GML2), drawing in particular on Reinhardt and Sykes' (2012; 2014) framework and related literature. The article concludes with a brief discussion of potential applications to adult literacy and basic education settings and learners.
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Game Based Learning
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Choi, Eunsun; Park, Namje – Journal of Curriculum and Teaching, 2022
Due to the influence of the COVID-19 pandemic, more older people are exposed to Information Technology(IT) in their daily lives. However, due to the lack of digital literacy capabilities of the elderly, it is difficult to use digital devices, making it difficult to live. Therefore, this paper outlined the impact of the digital divide on daily life…
Descriptors: Information Technology, Older Adults, Technology Education, Humanities Instruction
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Delgado, Hernán; Aldecosea, Carina; Menéndez, Ñeranei; Rodríguez, Richard; Nin, Verónica; Lipina, Sebastián; Carboni, Alejandra – Developmental Psychology, 2022
Future-oriented decision-making is an important adaptive behavior. In the present study, we examined whether decision-making varies as a function of socioeconomic status (SES) using the Children's Gambling task (CGT). We administered the CGT to 227 children (49% female, 48% low SES) between the ages of 5 and 7 years. After completing the CGT, we…
Descriptors: Socioeconomic Status, Social Differences, Affective Behavior, Decision Making
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Swaboda, Nora; Meder, Björn; Ruggeri, Azzurra – Developmental Psychology, 2022
We investigate whether a spatial representation of a search task supports 4- to 7-year-old children's information-search strategies, relative to their performance in a question-asking game. Children played two computationally and structurally analogous search games: a spatial search task, the maze-exploration game, in which they had to discover…
Descriptors: Task Analysis, Spatial Ability, Preschool Children, Information Seeking
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Pozo-Sánchez, Santiago; Lampropoulos, Georgios; López-Belmonte, Jesús – Journal of New Approaches in Educational Research, 2022
Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience through virtual and face-to-face escape rooms as well as to determine the generated levels of fun, absorption, creative thinking, mastery, activation,…
Descriptors: Gamification, Educational Games, In Person Learning, Computer Simulation
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Miller, Zoe Maya; Bloomfield, Bradley S.; Fauvel, Gemima; Crehan, Eileen – Behavioral Disorders, 2022
The Good Behavior Game (GBG) is a behavior intervention typically used in traditional classroom settings. This study tested the effectiveness of the Super Clean-Up Game, a modified version of the GBG, for youth with disabilities at a residential summer camp to increase productivity and strengthen the social skills of youth with disabilities. The…
Descriptors: Games, Productivity, Prosocial Behavior, Residential Programs
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Vasalou, Asimina; Vezzoli, Yvonne; Joye, Nelly; Sumner, Emma; Benton, Laura; Herbert, Elisabeth; Gan, Liping – Journal of Research in Reading, 2022
Background: Approaches to teacher professional development, such as learning designs (LDs), can facilitate primary school teachers' appropriation of literacy technology in the classroom. LDs are detailed learning activities and interventions designed by teachers to plan their use of technology. Methods: Using a creative design methodology to carry…
Descriptors: Elementary School Teachers, Professional Development, Educational Technology, Literacy
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De Santo, Alessio; Farah, Juan Carlos; Martinez, Marc Lafuente; Moro, Arielle; Bergram, Kristoffer; Purohit, Aditya Kumar; Felber, Pascal; Gillet, Denis; Holzer, Adrian – IEEE Transactions on Learning Technologies, 2022
Computational thinking (CT) skills are becoming increasingly relevant for future professionals across all domains, beyond computer science (CS). As such, an increasing number of bachelor's and master's programs outside of the CS discipline integrate CT courses within their study program. At the same time, tools such as notebooks and interactive…
Descriptors: Computation, Thinking Skills, Computer Science, Higher Education
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