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Orji, Fidelia A.; Vassileva, Julita; Greer, Jim – International Journal of Artificial Intelligence in Education, 2021
Persuasive Technologies (PT) are computational methods, strategies, and design techniques, grounded in social psychology to change user attitudes/behaviours. PTs have been applied in diverse areas, such as eCommerce, health, workplace, vehicles, urban and ambient environments. A kind of PT that has become popular in eLearning is known under the…
Descriptors: Intervention, Program Effectiveness, Learner Engagement, Class Size
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Pamungkas, Joko; Suyuti, Suminto A.; Rohman, Arif – Cypriot Journal of Educational Sciences, 2021
One of the developments of children's potential is the development of character values. This study aims to describe the character values formed during the learning process of the art of playing "gamelan cilik" (GACIL). This type of research is quantitative. The subjects of this study were 618 children aged 5-6 years from kindergarten.…
Descriptors: Values Education, Moral Values, Moral Development, Young Children
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Lindauer, Jeffrey; Seymour, Clancy – Journal of Physical Education, Recreation & Dance, 2021
While the tactical games (TG) model has been shown to be effective in motivating students and increasing activity levels during physical education (PE) lessons, few PE teachers report using the model. The continued dominance of multi-activity PE programs may be due to the occupational socialization of physical educators. This article describes how…
Descriptors: Physical Education, Preservice Teacher Education, Games, Teaching Models
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Bohn, Manuel; Le, Khuyen Nha; Peloquin, Benjamin; Köymen, Bahar; Frank, Michael C. – Developmental Science, 2021
In conversation, individual utterances are almost always ambiguous, with this ambiguity resolved by context and discourse history ("common ground"). One important cue for disambiguation is the topic under discussion with a particular partner (e.g., "want to pick?" means something different in a conversation with a bluegrass…
Descriptors: Cues, Ambiguity (Context), Preschool Children, Interpersonal Communication
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Li, Rui – SAGE Open, 2021
Game-based vocabulary learning that is well documented to improve students' vocabulary learning outcomes is gaining increasing attention. However, no consensus has been reached regarding the impact of game-based vocabulary learning application (APP) on the vocabulary learning achievement, motivation, and self-confidence among Chinese EFL (English…
Descriptors: Game Based Learning, Vocabulary Development, Foreign Countries, English (Second Language)
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Lee, Silvia Wen-Yu; Shih, Meilun; Liang, Jyh-Chong; Tseng, Yi-Chen – British Journal of Educational Technology, 2021
The purpose of this study was to investigate the affordances of participatory simulations by comparing students' models of engagement and science learning outcomes in a multi-team participatory simulated game (MPSG) and a single-team participatory simulated game (SPSG). Two versions of a mobile-based game about marine fishery management were…
Descriptors: Learner Engagement, Animal Husbandry, Marine Education, Ecology
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Yang, Xiantong; Zhang, Mengmeng; Kong, Lingqiang; Wang, Qiang; Hong, Jon-Chao – Journal of Science Education and Technology, 2021
Game-based learning supported by mobile intelligence technology has promoted the renewal of teaching and learning models. Herein, a model of Question-Observation-Doing-Explanation (QODE) based on smart phones was constructed and applied to science learning during school disruption in COVID-19 pandemic. In this study, from the theoretical…
Descriptors: Scientific Literacy, Self Efficacy, Anxiety, Electronic Learning
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Montejo Bernardo, Jose M.; Fernández González, Alfonso – Journal of Chemical Education, 2021
The periodic table is an essential topic in the teaching and learning of science at all education levels, as it contains information about the main physical and chemical properties of the different elements constituting the matter. However, becoming familiar with the facts behind the periodic table such as the element names and/or symbols, their…
Descriptors: Chemistry, Science Instruction, Scientific Concepts, Educational Games
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Backman, Erik; Tidén, Anna; Wiorek, Dan; Svanström, Fredrik; Pihl, Lars – Cogent Education, 2021
As a part of the discussion about how movement knowledge is valued in physical education teacher education (PETE), issues of assessment have been brought to the fore. Studies have shown that how and when movement knowledge is assessed is strongly culturally dependent and based different epistemological orientations. The aim of this paper is to…
Descriptors: Foreign Countries, Physical Education Teachers, Preservice Teachers, Teacher Education Programs
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Keskin, Burcak; Güvendi, Burcu; Karakoc, Bilal; Kaya, Selman; Cetin, Onat – Education Quarterly Reviews, 2021
This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. The study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. The game addiction scale…
Descriptors: Video Games, Addictive Behavior, Secondary School Students, Student Motivation
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Ross, Robert; Hall, Richard – Advances in Engineering Education, 2021
Teaching second year undergraduate digital electronics is a serious business, designed to impart individual technical mastery. In this paper we attempt to embed several key digital logic concepts within an escape room game. We report results of iteratively piloting our game with academic engineering staff and then used them with students showing…
Descriptors: Technology Uses in Education, Problem Solving, Educational Environment, Undergraduate Students
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Rajic, Stajka – Early Child Development and Care, 2021
The paper aims to present the extent to which the application of the concrete mathematical and musical play contributes to the child's cognitive development. The research was conducted in two international schools in Belgrade, using the play titled 'Musical Monkeys'. The results of the research have shown that this kind of approach in working with…
Descriptors: Mathematics Activities, Music Activities, Game Based Learning, Cognitive Development
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Sökezoglu Atilgan, Duygu; Türkkas Özer, Müge – International Online Journal of Education and Teaching, 2021
Music education provided in the pre-school period serves many purposes such as distinguishing sounds, using their voice correctly, expressing themselves, let children get familiar with different musical cultures, gaining a sense of music and rhythm, and supporting the creativity of children. Developing all these skills is only possible by making…
Descriptors: Music Education, Preschool Children, Creative Activities, Music Activities
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de Paula, Bruno – Learning, Media and Technology, 2021
In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people's game-making in an after-school…
Descriptors: Foreign Countries, Reflection, Immigrants, Latin Americans
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Bouchrika, Imed; Harrati, Nouzha; Wanick, Vanissa; Wills, Gary – Interactive Learning Environments, 2021
In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not effective to increase neither the students engagement nor the learning outcomes. In…
Descriptors: Game Based Learning, Electronic Learning, Program Effectiveness, Technology Integration
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