NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 3,481 to 3,495 of 20,257 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Ji-Eun Lee; Aravind Stalin; Vy Ngo; Katie Drzewiecki; Cindy Trac; Erin Ottmar – Journal of Interactive Learning Research, 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
Peer reviewed Peer reviewed
Direct linkDirect link
Inbar Haimovich; Malka Yayon; Vered Adler; Hagit Levy; Ron Blonder; Shelley Rap – Journal of Chemical Education, 2022
Chemical escape rooms (ChEsRms) are educational games in which students use their brain, chemical knowledge, intuition, and a bit of luck to solve a mystery. At the Weizmann Institute, we have developed ChEsRms that are implemented by teachers in their classes. Since the COVID-19 pandemic stopped all the educational activities that took place in…
Descriptors: Chemistry, Science Instruction, Teaching Methods, Science Activities
Peer reviewed Peer reviewed
Direct linkDirect link
Terpend, Regis; Shannon, Patrick – Decision Sciences Journal of Innovative Education, 2021
As organizations continue to expand their implementation of Lean practices, business schools and corporate training organizations have developed numerous games and simulations aimed at teaching Lean concepts in manufacturing settings. However, simulations have lagged behind the most recent adaptations of Lean outside of the factory in services,…
Descriptors: Office Occupations, Office Occupations Education, Educational Games, Business Administration
Peer reviewed Peer reviewed
Direct linkDirect link
Li, Xiuhan; Chu, Samuel Kai Wah – British Journal of Educational Technology, 2021
Gamification is becoming increasingly popular in primary education due to the widespread use of digital technology. However, gamified reading is new, and there is little empirical evidence regarding its effectiveness. The sustainability of the effects of gamification pedagogy is also in doubt as some scholars think that such effects are short-term…
Descriptors: Game Based Learning, Reading Instruction, Teaching Methods, Reading Achievement
Peer reviewed Peer reviewed
Direct linkDirect link
Kang, Ya-Shu; Chang, Yao-Jen; Howell, Stephen Richard – Journal of Applied Research in Intellectual Disabilities, 2021
Background: Individuals with intellectual disabilities (ID) may have difficulties in performing daily living tasks. Among other daily living tasks, independent oral hygiene is an essential life skill for people with ID. Materials and Methods: Four children with intellectual disabilities (two males and two females, ages 7-11) participated in the…
Descriptors: Game Based Learning, Elementary School Students, Students with Disabilities, Intellectual Disability
Peer reviewed Peer reviewed
Direct linkDirect link
Martí-Parreño, José; Galbis-Córdova, Amparo; Currás-Pérez, Rafael – Innovations in Education and Teaching International, 2021
Despite an increasing academic attention towards both gamification and competencies-based education, little is known about Higher Education teachers' beliefs regarding the use of gamification to develop students' competencies. To fill this research gap, concept mapping was used to cluster teachers' beliefs in 4 dimensions regarding the use of…
Descriptors: Teacher Attitudes, Game Based Learning, Competency Based Education, College Faculty
Peer reviewed Peer reviewed
Direct linkDirect link
Frydenberg, Erica – Journal of Psychologists and Counsellors in Schools, 2021
The importance of social emotional learning (SEL) has been well acknowledged as a significant feature of education and emotional development across the life span. School psychologists play an important part as innovators, implementers and evaluators of resources in the social emotional domain. When it comes to the early years in the education…
Descriptors: Social Emotional Learning, Early Childhood Education, Coping, School Psychologists
Peer reviewed Peer reviewed
Direct linkDirect link
Lafton, Tove – Contemporary Issues in Early Childhood, 2021
Research concerning play and technology is largely aimed at expanding the knowledge of what technological play may be and, to a lesser extent, examines what happens to children's play when it encounters digital tools. In order to explore some of the complexity in play, this article elaborates on how Latour's concepts of 'translation' and…
Descriptors: Play, Kindergarten, Preschool Education, Educational Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Yildirim, Emre; Zeren, Serife Gonca – Psycho-Educational Research Reviews, 2021
Even though video games are generally appealing to adolescents, sometimes this can be an issue. In this study, the correlation between video game addiction of adolescents and gender, game genres, types of schools attended to and grade levels, basic psychological needs, and the social support perceived are researched. In this study, conducted in…
Descriptors: Foreign Countries, Video Games, Addictive Behavior, High School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Feng, Zhenan; González, Vicente A.; Mutch, Carol; Amor, Robert; Cabrera-Guerrero, Guillermo – Journal of Computer Assisted Learning, 2021
Children are vulnerable in earthquakes, but they are also essential to foster earthquake-resilient communities. It is critical to enhance the preparedness of children against earthquakes through effective education and training. Immersive virtual reality (IVR) and serious games (SGs) are innovative digital technologies that enable realistic and…
Descriptors: Computer Simulation, Educational Games, Seismology, Emergency Programs
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Haryono, Heny Ekawati; Samsudin, Achmad; Aini, Khafidhoh Nurul; Siahaan, Parsaoran – Cypriot Journal of Educational Sciences, 2021
The purpose of this research is to see what physics misconceptions students have regarding heat material. This study employs a three-tier diagnostic exam designed to identify students' physics misunderstandings. 150 grade VII students from five Lamongan district state junior high schools were included in the study. Creating a closed-ended the…
Descriptors: Science Instruction, Physics, Scientific Concepts, Misconceptions
Peer reviewed Peer reviewed
Direct linkDirect link
Lara, Karen Hjortsvang; Kramer, Hannah J.; Lagattuta, Kristin Hansen – Developmental Psychology, 2021
We examined the influence of prior expectations on 4- to 10-year-olds' and adults' preferences and emotions following an undesirable outcome (N = 205; 49% female, 51% male; 6% Asian, 1% Black, 13% Hispanic/Latino [non-White], 57% White, 18% multiracial, and 5% another race/ethnicity; 75% with a college-educated parent). Participants attempted to…
Descriptors: Expectation, Preferences, Emotional Response, Psychological Patterns
Peer reviewed Peer reviewed
Direct linkDirect link
Silva, Rui; Rodrigues, Ricardo; Leal, Carmem – Accounting Education, 2021
As new technologies pave the way to increasingly sophisticated and academically relevant experiences, gamification of the learning process, regardless of the field of expertise, becomes more and more important. This study aims to express several constructs that explain how one can apply Game-Based Learning to education while granting motivational…
Descriptors: Game Based Learning, Accounting, Business Administration Education, Undergraduate Students
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sanmorino, Ahmad; Marnisah, Luis; Sunardi, Hastha – International Journal of Evaluation and Research in Education, 2021
The condition of research productivity in higher education institutions in Indonesia is still not ideal. Departing from this problem, this paper aims to contribute in the form of a framework used as the main alternative in optimizing research productivity, including the number of publications in higher education institutions. The mechanism…
Descriptors: Game Based Learning, Educational Research, Productivity, Higher Education
Peer reviewed Peer reviewed
Direct linkDirect link
Bråting, Kajsa; Kilhamn, Cecilia – Mathematical Thinking and Learning: An International Journal, 2021
This article investigates how the recent implementation of programming in school mathematics interacts with algebraic thinking and learning. Based on Duval's theory of semiotic representations, we analyze in what ways syntax and semantics of programming languages are aligned with or divert from corresponding algebraic symbolism. Three examples of…
Descriptors: Algebra, Computation, Thinking Skills, Semiotics
Pages: 1  |  ...  |  229  |  230  |  231  |  232  |  233  |  234  |  235  |  236  |  237  |  ...  |  1351