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Rathnakumar, D. – Shanlax International Journal of Education, 2020
We are witnessing tremendous changes day by day in the educational field, and new avenues of knowledge are opened up almost daily. Innovations in behavioral psychology and educational technology would certainly balance the disparity in learning that arises due to physical, economic, and social factors. There is an ability within every child, and…
Descriptors: Play Therapy, Children, Intellectual Disability, Mental Health
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Isabelle, Diane A. – Decision Sciences Journal of Innovative Education, 2020
Gamification--the use of gameplay mechanics for nongame applications--enables learning by doing, yet questions abound about its effectiveness for education. This teaching brief reports on the gamification of an entrepreneurship course using a stand-alone gamification platform integrated with Shopify, a global e-commerce platform for online stores.…
Descriptors: Educational Games, Entrepreneurship, Business Administration Education, Experiential Learning
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Asan, Huri; Çeliktürk-Sezgin, Zuhal – Journal of Theoretical Educational Science, 2020
The aim of this study is to determine the effects of educational games used in lesson Turkish on primary school fourth-grade students' impromptu speaking skills and speaking anxiety. In the research, one of the semi-experimental models, pretest and posttest nonequivalent groups design was used. The study group consisted of 28 students in 4-A and…
Descriptors: Educational Games, Elementary School Students, Speech Skills, Anxiety
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Dever, Daryn A.; Azevedo, Roger; Cloude, Elizabeth B.; Wiedbusch, Megan – International Journal of Artificial Intelligence in Education, 2020
Game-based learning environments (GBLEs) focus on enhancing learning by providing learners with various representations of information (e.g., text, diagrams, etc.) while allowing full autonomy, or control over their actions. Challenges arise as research shows that learners inaccurately use cognitive and metacognitive processes when given full…
Descriptors: Game Based Learning, Personal Autonomy, Undergraduate Students, Eye Movements
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van Esch, Chantal; Wiggen, Todd – Management Teaching Review, 2020
This article focuses on using the cooperative board game "Pandemic"® to teach management. In "Pandemic," players must work together to cure four diseases and save the world. In this article, we suggest how it can be used in the classroom to teach decision making and also give guidance on how the game can help students learn how…
Descriptors: Cooperative Learning, Game Based Learning, Business Administration Education, Decision Making
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Uz Bilgin, Cigdem; Gul, Abdulmenaf – TechTrends: Linking Research and Practice to Improve Learning, 2020
Although collaborative-learning as an instructional method has shown promising results since the 1970's, a number of significant problems within collaborative learning environments have been encountered. These problems relate to aspects of group dynamics including group cohesion, participation, communication, collaboration, and trust. Although the…
Descriptors: Games, Instructional Effectiveness, Group Unity, Student Attitudes
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Gray, Heather M.; Keating, Layne; Shaffer, Howard J.; LaPlante, Debi A. – Health Education Journal, 2020
Objective: To help mitigate potential gambling harm, responsible gambling information centres are launching across casino venues in North America. The launch of the first such centre in the USA provided an opportunity to achieve three goals: (1) document the centre's reach among casino patrons, (2) generate a comprehensive description of services…
Descriptors: Games, Probability, Debt (Financial), Information Dissemination
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Risdiyanti, Irma; Prahmana, Rully Charitas Indra – Journal on Mathematics Education, 2020
In recent years, several researchers have tried to use stories and games as a starting point for learning mathematics. This is allegedly able to increase students' mathematical abilities and make learning mathematics more enjoyable. Therefore, this research is aimed to design a mathematics learning trajectory in pattern number using…
Descriptors: Mathematics Instruction, Teaching Methods, Instructional Design, Learning Processes
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Frischemeier, Daniel; Leavy, Aisling – Teaching Statistics: An International Journal for Teachers, 2020
Posing statistical questions is a fundamental and often overlooked component of statistical inquiry. In this paper, we provide an overview of shared understandings regarding what constitutes a good statistical question. We then describe three approaches--a checklist for improving statistical questions, a three-phase feedback activity, and a…
Descriptors: Statistics, Teaching Methods, Questioning Techniques, Check Lists
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Shu, Jack – Research in Drama Education, 2020
This Hong Kong project features recovering gambling addicts and their family. During the research, devising and performance sessions were observed, and actors, audience members, artists, and social workers were interviewed. The performing gamblers presented stressful and distressing stories in which their partners struggled to maintain the family…
Descriptors: Foreign Countries, Drama, Ethnography, Addictive Behavior
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Ju, Song; Zhou, Guojing; Barnes, Tiffany; Chi, Min – International Educational Data Mining Society, 2020
Identifying critical decisions is one of the most challenging decision-making problems in real-world applications. In this work, we propose a novel Reinforcement Learning (RL) based Long-Short Term Rewards (LSTR) framework for critical decisions identification. RL is a machine learning area concerning with inducing effective decision-making…
Descriptors: Decision Making, Reinforcement, Artificial Intelligence, Man Machine Systems
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Andrew Martin; Geoff Watson; Jan Neuman; Ivana Turcová; Lucie Kalkusová – History of Education Review, 2020
Purpose: The purpose of this paper is to examine Czech traditions of outdoor games and sports, turistika activities and education in nature programmes, which have continued to develop during periods of oppression and provided opportunities to preserve the Czech culture. Design/methodology/approach: A review of the historical, cultural and…
Descriptors: Foreign Countries, Athletics, Games, Outdoor Education
Lyndsey Aiono Conradi – ProQuest LLC, 2020
Extensive research illustrates the positive effects of inclusive education for all students, including those with severe disabilities. These positive effects can only occur if students with severe disabilities are successfully included in academic, behavioral, and social activities throughout the day. An inclusive model that can facilitate the…
Descriptors: Students with Disabilities, Student Behavior, Positive Attitudes, Social Behavior
Zigo, Suzanne L. – ProQuest LLC, 2016
Digital game-based instruction is a relatively new phenomenon in the world of education. Teachers hold the key to unlock the world of DGBL within the classroom. Within the classroom a teacher is much like an artist with a blank canvas and typically artistic freedom is granted. What is taught, the curriculum, is generally mandated by local,…
Descriptors: Video Games, Technology Uses in Education, Educational Games, Teaching Methods
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Hicks, Drew; Liu, Zhongxiu; Eagle, Michael; Barnes, Tiffany – International Educational Data Mining Society, 2016
Level creation is a creative game-play exercise that resembles problem-posing, and has shown to be engaging and helpful for players to learn about the game's core mechanic. However, in user-authoring environments, users often create levels without considering the game's objective, or with entirely different objectives in mind, resulting in levels…
Descriptors: Affordances, Educational Games, Creative Activities, Video Games
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