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Christian Lopez Bencosme – ProQuest LLC, 2019
The objective of this dissertation is to empirically test the effects of personalized gamification on individuals' performance. In order to achieve this objective, multiple experiments and case studies are conducted, and methods to help in the design of personalized and adaptive gamified applications are presented. Gamification aims to implement…
Descriptors: Gamification, Individualized Instruction, Assistive Technology, Personality Traits
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Ninaus, Manuel; Kiili, Kristian; Wood, Guilherme; Moeller, Korbinian; Kober, Silvia Erika – IEEE Transactions on Learning Technologies, 2020
Research on instructional design provides inconsistent results on the use of game elements in cognitive tasks or learning. Cognitive load theory suggests that game elements increase extraneous cognitive load and, thus, may distract the users. In contrast, from an emotional design perspective, the use of game elements is argued to increase…
Descriptors: Instructional Design, Game Based Learning, Cognitive Processes, Difficulty Level
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Lau, Patrick Wing-Chung; Wang, Geng; Wang, Jing-Jing – Journal of Applied Research in Intellectual Disabilities, 2020
Background: Interventions with active video games (AVGs) can promote physical activity (PA) and health and are compatible with a school setting. The needs of children with intellectual disability (ID) in this area have been neglected. Methods: A two-arm trial was conducted among 203 students with intellectual disability. The intervention group was…
Descriptors: Video Games, Body Composition, Physical Activity Level, Psychomotor Skills
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Wilson, Shellyanne – INFORMS Transactions on Education, 2020
The Tangibles in Operations Strategy (TANGOS) exercise provides students with the direct experience of designing a firm's operations function. Specifically, students must engage in decision making with respect to the structural decision areas in a firm's operations strategy, by considering the firm's product strategy and span of control, process…
Descriptors: Educational Games, Experiential Learning, Active Learning, Design
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Tawfik, Andrew A.; Schmidt, Matthew; Hooper, Chelsy P. – Journal of Computing in Higher Education, 2020
Despite the prevalence of case-based reasoning in systems design, many of the established design principles are based on theory rather than empirical studies. This study describes the evolution of a case library learning environment and its transition to a game-based learning approach using educational design research (EDR). We discuss our…
Descriptors: Concept Mapping, Game Based Learning, Case Method (Teaching Technique), Instructional Design
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Hodges, Georgia W.; Flanagan, Kayla; Lee, Juyeon; Cohen, Allan; Krishnan, Sandhya; Ward, Cynthia – Journal of Research in Science Teaching, 2020
Serious educational gameplay continues to gain traction in K-12 educational settings, as access to novel technologies increases. Increased access to computers and other devices has shifted the landscape of the classroom, increasing students' screen-time, as technology infused lessons replace other learning experiences. Amid this context, our…
Descriptors: Educational Games, Hands on Science, Elementary School Science, Elementary School Students
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Brandle, Shawna M. – Journal of Political Science Education, 2020
Throwing as much fun and pop culture into an international relations class as possible, with the goal of improving student learning (and the likelihood of the course running again). Games proved most effective, while movies were less useful in increasing student learning on international relations.
Descriptors: International Relations, Teaching Methods, Popular Culture, Games
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Reddick, Ronica; Smith, Daniel Leeman – Teaching Artist Journal, 2020
In this article, we present a case study review of an educational, semi-collaborative role-playing game designed to provide participants the opportunity to practice soft skills identified by industry leaders as vital to one's success in the business sector. We discuss the successes of using theatre techniques as a gymnasium for social emotional…
Descriptors: Role Playing, Educational Games, Theater Arts, Social Emotional Learning
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Kalkan, Bilal; Bhat, Christine Suniti – International Journal of Contemporary Educational Research, 2020
Young adults on college campuses have easy access to information and communications technology (ICT) which they use extensively for study, work, and leisure. The purpose of this study was to investigate the prevalence and extent of problematic Internet use, online gaming behavior, and online gambling behavior (together referred to as dysfunctional…
Descriptors: Internet, Games, Risk, Depression (Psychology)
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Smart, Steven; Wahl-Alexander, Zachary – Journal of Physical Education, Recreation & Dance, 2020
Although fitness can be used as the content for any season, research suggests this rarely occurs. Nonetheless, even when implementing a sport-based season, there are many instructional approaches teachers can employ to further increase activity levels. Therefore, the purpose of this article is to provide physical educators with practical…
Descriptors: Physical Fitness, Physical Education, Athletics, Teaching Methods
DeWitt, Sara – ZERO TO THREE, 2020
This article provides an overview of the PBS KIDS production process and discusses how the network approaches the creation of educational media for children in this digital, multiplatform age. Multiple research studies show that children can benefit from highquality video and digital games, especially when parents also engage with that media…
Descriptors: Educational Television, Educational Games, Young Children, Handheld Devices
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Groves, Emily A.; Austin, Jennifer L. – School Psychology Review, 2020
The Good Behavior Game (GBG) is a classroom management intervention whereby students earn points toward a particular criterion to "win" the game. Typically, students know the criterion at the start of the game. However, this approach may cause behavior to deteriorate if, during the game, students believe that they have already won or…
Descriptors: Student Behavior, Behavior Problems, Educational Games, Classroom Techniques
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VanMaaren, Victoria; Daniels, Stephanie; Ignacio, Peter; McCurdy, Merilee; Skinner, Christopher H. – Journal of Positive Behavior Interventions, 2020
Inappropriate behaviors are common during hallway transitions. Researchers have successfully reduced hallway transition times using the Timely Transitions Game, which involves applying interdependent group rewards delivered contingent upon a class's transition time. A multiple-baseline design was used to evaluate effects of a modified Timely…
Descriptors: Student Behavior, Behavior Problems, Elementary School Students, Positive Behavior Supports
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Silva, Catarina; Jover, Chloé; Da Fonseca, David; Esteves, Francisco; Deruelle, Christine – Autism: The International Journal of Research and Practice, 2020
Humans are commonly motivated towards cooperation and prosociality. In this study, we examined this motivational predisposition in autistic individuals. Using an adaptation of the Cyberball paradigm, we investigated subsequent pro-social behaviour after witnessing social exclusion. Participants witnessed and played a series of Cyberball games,…
Descriptors: Social Isolation, Inclusion, Prosocial Behavior, Autism
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Ettinger, Karen; Cohen, Anat – Education and Information Technologies, 2020
The centrality of multitasking in teenagers' lives has triggered vast interest in popular and academic discussion. Due to a large inconsistency in the study and multitasking reporting, we endeavoured to better understand and characterize multitasking behaviors. We researched multitasking patterns, prevalence, types, combinations and gender…
Descriptors: Behavior Patterns, Adolescents, Incidence, Gender Differences
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