NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 3,466 to 3,480 of 20,257 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Muñez, David; Lee, Kerry; Bull, Rebecca; Khng, Kiat Hui; Cheam, Fiona; Rahim, Ridzuam Abd – Journal of Educational Psychology, 2022
We explored the challenges, limitations, and potential effectiveness of a large-scale computerized working memory and numeracy intervention in the classroom with children at risk of mathematical learning disabilities (n = 428, M[subscript age] = 83.85 months, 41% female). Children were assigned to four different treatment protocols (working memory…
Descriptors: Short Term Memory, Numeracy, Mathematics Education, Intervention
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Budianto, Suhartawan; Sayidah, Nur; Sucipto; Mustofa, Amirul – Education Quarterly Reviews, 2022
This study investigated young learner preference for using games and songs to learn English in the EFL context. Many ways have been found to assist young learners in acquiring English as a Foreign Language. The students' perceptions were taken from the questionnaire. The result showed that most students liked it better when the teachers used games…
Descriptors: Singing, Preferences, Second Language Learning, Second Language Instruction
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Brooks, Eva; Sjöberg, Jeannette – Designs for Learning, 2022
The presence of digital technologies in classroom settings is relentlessly getting stronger and has shown to have powerful playful qualities. In recent years, digital game-based learning (DGBL) has been introduced in schools. In this paper we explore game-based design activities to unfold playful and creative actions and interactions among…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Game Based Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sandí-Delgado, Juan Carlos; Sanz, Cecilia Verónica; Lovos, Edith Noemi – Electronic Journal of e-Learning, 2022
Serious games are the focus of the current research agenda. They show promise for allowing students to learn and practice skills. In fewer studies, they are used for the development of academic competencies. Therefore, it is of interest to deepen the research on the benefits of serious games in academic education and training. This article…
Descriptors: Educational Games, Technological Literacy, Higher Education, Technology Integration
Peer reviewed Peer reviewed
Direct linkDirect link
Mawasi, Areej; Nagy, Peter; Finn, Ed; Wylie, Ruth – Journal of Moral Education, 2022
In order to help students become scientifically literate citizens, science education should allow them to gain a more concrete understanding of the potential social and ethical impacts of scientific and technological change. Using Mary Shelley's Frankenstein as an imaginative tool, we designed simple hands-on activities and a digital narrative…
Descriptors: Science Instruction, Science Activities, Computer Games, Ethics
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Revelle, Carol – Texas Association for Literacy Education Yearbook, 2022
The Inquiry and Research strand of the 2017 ELAR TEKS for sixth through twelfth grade includes vertically aligned standards for teaching students critical media skills by questioning the reliability and credibility of sources, evaluating bias, and recognizing logical fallacies. This article describes how increased media saturation has led to…
Descriptors: English, Language Arts, Standardized Tests, Academic Standards
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Cámara-Martínez, Alba; Suarez-Manzano, Sara; Martínez-López, Emilio J.; Ruiz-Ariza, Alberto – South African Journal of Education, 2022
The acquisition of vocabulary and narrative comprehension are key abilities for children's literacy development and to potentiate cognitive and academic skills from early ages. The aim with this study was to analyse the effects of a 6-week integrated active-lessons programme based on playful games, vocabulary, and narrative comprehension.…
Descriptors: Preschool Children, Preschool Education, Active Learning, Reading Comprehension
Peer reviewed Peer reviewed
Direct linkDirect link
Ekström, Sara; Pareto, Lena – Education and Information Technologies, 2022
The idea of using social robots for teaching and learning has become increasingly prevalent and robots are assigned various roles in different educational settings. However, there are still few authentic studies conducted over time. Our study explores teachers' perceptions of a learning activity in which a child plays a digital mathematics game…
Descriptors: Robotics, Teaching Methods, Longitudinal Studies, Teacher Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Chau, Lilian; Yuen, Mantak; Chan, Paul; Liu, Sylvia; Chan, Kit; Lee, Diana; Hsieh, Wu-Ying – British Journal of Guidance & Counselling, 2022
It is vital to foster children's ability to cooperate with others, communicate effectively, and exercise self-control. These competencies represent a set of transferrable skills required in many aspects of daily life and along any career path. In Hong Kong, a play-based training programme was launched to support parents to target these areas of…
Descriptors: Parent Education, Play, Interpersonal Competence, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Crain, Daniel E.; Hollings, Stephanie; Kayode, Hazzan Moses; Ogunniran, Moses Oladele; Worapot, Yodpet; Guañuna, Paola; Yasmeen, Tahira; Riaz, Anum; Samilo, Artem; Jiang, Yuhan; Bolanle, Ogunyemi Folasade; Jackson, Liz; Sturm, Sean – Educational Philosophy and Theory, 2022
The inspiration for this collective writing project began with a digital conference entitled 'Knowledge Socialism, COVID-19 and the New Reality of Education' held at Beijing Normal University. In this conference and through this article, multiple researchers spread across six continents have engaged in the collaborative task of outlining emerging…
Descriptors: Foreign Countries, Pandemics, COVID-19, Information Utilization
Peer reviewed Peer reviewed
Direct linkDirect link
Lacanienta, Andrew – Schole: A Journal of Leisure Studies and Recreation Education, 2022
Many professors and lecturers strive to structure educational experiences that facilitate engaged learning in university classrooms. While some lectures may fail to achieve this goal due to monotone, routine speeches or uninteresting PowerPoint presentations, educational live action role-playing (edu-larp) is a strategy to facilitate interactive…
Descriptors: Teaching Methods, Role Playing, Experiential Learning, Lesson Plans
Peer reviewed Peer reviewed
Direct linkDirect link
Sandefur, James; Lockwood, Elise; Hart, Eric; Greefrath, Gilbert – ZDM: Mathematics Education, 2022
In this paper, we provide an overall perspective on the teaching and learning of discrete mathematics. Our aim is to highlight what research has been conducted in this area and to connect it to existing research ideas for future work. We begin by characterizing discrete mathematics and its role in the school curriculum, highlighting themes,…
Descriptors: Mathematics Instruction, Teaching Methods, Mathematics Education, Relevance (Education)
Seyedahmad Rahimi; Valerie J. Shute; Curt Fulwider; Katie Bainbridge; Renata Kuba; Xiaotong Yang; Ginny Smith; Ryan S. Baker; Sidney K. D'Mello – Grantee Submission, 2022
Learning does not automatically occur by playing educational games; instead, learning opportunities should be carefully designed in such games. For instance, research has indicated the importance of embedding learning supports within educational games to promote learning and other outcomes (e.g., enjoyment). However, more research is needed to…
Descriptors: Educational Games, Time Factors (Learning), Instructional Design, Problem Solving
Ji-Eun Lee; Aravind Stalin; Vy Ngo; Katie Drzewiecki; Cindy Trac; Erin Ottmar – Grantee Submission, 2022
New educational technologies that utilize students' interaction data and visualizations provide a means to expand our understanding of learning processes. In this study, we apply two advanced and novel data visualization techniques, called the "Indivisualizer" and a "Sankey diagram," to explore how middle school students (N =…
Descriptors: Mathematics Instruction, Middle School Students, Problem Solving, Game Based Learning
Panayiota Kendeou; Ellen Orcutt; Tracy Arner; Tong Li; Renu Balyan; Reese Butterfuss; Micah Watanabe; Danielle McNamara – Grantee Submission, 2022
In this paper, we present iSTART-Early, an intelligent tutoring system that provides automated instruction and practice on higher-order reading comprehension strategies to 3rd and 4th grade students. iSTART-Early provides personalized, interactive, game-based strategy instruction and practice on comprehension strategies (i.e., Ask It, Reword It,…
Descriptors: Intelligent Tutoring Systems, Reading Instruction, Reading Comprehension, Reading Strategies
Pages: 1  |  ...  |  228  |  229  |  230  |  231  |  232  |  233  |  234  |  235  |  236  |  ...  |  1351