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Turula, Anna – Teaching English with Technology, 2021
The paper looks at how an eclectic, gamified course design affects student attitudes to learning grammar as well as how effective such a design is in terms of final-exam results. Described and discussed here is a 2-year study investigating such digital enhancement in a Practical Grammar class. Carried out as experimental, the study involved 2…
Descriptors: Computer Assisted Instruction, Game Based Learning, Student Attitudes, Grammar
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Sharma, Sashi; Sharma, Shweta; Doyle, Phil; Marcelo, Louis; Kumar, Daniel – Teachers and Curriculum, 2021
Learning about probability can pose difficulties for students at all levels. Performing probability experiments using games can encourage students to develop understandings of probability grounded in real events. In this reflective paper, we explore the thinking of a group of students and teachers as they reasoned about experimental and…
Descriptors: Statistics Education, Probability, Educational Games, Learning Activities
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Molvinger, Karine; Lautier, Gaëtan; Ayral, Rose-Marie – Journal of Chemical Education, 2021
This article focuses on the case study of the concept of covalent bonding for 10th grade pupils in France. On the basis of their conceptions and difficulties, didactical engineering has been established that should lead to an improvement in the understanding of this concept. After analyzing the pupils' difficulties, we reflected on the…
Descriptors: Science Instruction, Grade 10, Secondary School Science, Teaching Methods
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Pascal, Chris; Bertram, Tony – European Early Childhood Education Research Journal, 2021
The COVID-19 pandemic poses multiple challenges for young children in the modern world. Listening to, and capturing, the experiences and perspectives of young children on the pandemic are congruent with our sense of an inclusive, democratic society which values solidarity and the right to be heard, yet too often the voices of young children are…
Descriptors: COVID-19, Pandemics, Young Children, Play
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Wong, Marina Wai-yee – Music Education Research, 2021
In Hong Kong, the principle of 'one curriculum framework for all' applies to all students, including students with special educational needs (SEN) (EDB 2020. "Special Education Needs." https://www.edb.gov.hk/en/curriculum-development/major-level-of-edu/special-educational-needs/index.html). Students with intellectual disabilities (ID)…
Descriptors: Music, Music Education, Creativity, Music Teachers
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An, Yunjo; Zhu, Meina; Bonk, Curtis J.; Lin, Lin – Journal of Computing in Higher Education, 2021
This study explored instructors' perceptions, interest, self-efficacy, perceived barriers, and support needs regarding gamification in MOOCs. Both quantitative and qualitative data were collected from an online survey and follow-up interviews. Most participants showed interest in gamification and indicated that they would consider utilizing gaming…
Descriptors: Teacher Attitudes, Educational Practices, Teaching Methods, Self Efficacy
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Condon, Lara; Machalow, Rowan; Remillard, Janine; Van Steenbrugge, Hendrik; Krzywacki, Heidi; Koljonen, Tuula – North American Chapter of the International Group for the Psychology of Mathematics Education, 2021
We present a typology for characterizing online student-facing mathematics platforms that examines how they position students as learners, exemplified by 9 commonly used platforms. We identify three types of student learning experiences: instruction and practice, practice and support, and conceptual games and activities, and describe each one in…
Descriptors: Mathematics Education, Elementary School Mathematics, Elementary School Students, Electronic Learning
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Wang, Sabrina Luxin; Zhang, Anna Yinqi; Messer, Samuel; Wiesner, Andrew; Pearl, Dennis K. – Journal of Statistics and Data Science Education, 2021
This article describes a suite of student-created Shiny apps for teaching statistics and a field test of their short-term effectiveness. To date, more than 50 Shiny apps and a growing collection of associated lesson plans, designed to enrich the teaching of both introductory and upper division statistics courses, have been developed. The apps are…
Descriptors: Student Centered Learning, Teaching Methods, Statistics Education, Introductory Courses
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Zviel-Girshin, Rina; Kuhn, Tanara Zingano; Luís, Ana R.; Koppel, Kristina; Todorovic, Branislava Šandrih; Holdt, Špela Arhar; Tiberius, Carole; Kosem, Iztok – Research-publishing.net, 2021
Despite the unquestionable academic interest on corpus-based approaches to language education, the use of corpora by teachers in their everyday practice is still not very widespread. One way to promote usage of corpora in language teaching is by making pedagogically appropriate corpora, labelled with different types of problems (for instance,…
Descriptors: Teaching Methods, Computational Linguistics, Computer Assisted Instruction, Second Language Learning
Picton, Irene; Clark, Christina – National Literacy Trust, 2021
This report outlines findings from questions included in the National Literacy Trust's Annual Literacy Survey in early 2021 to explore children and young people's literacy-related interactions in relation to video game playing. The survey reached 42,502 children and young people aged 8 to 18 between January and mid-March 2021, during the third…
Descriptors: Children, Adolescents, Video Games, Literacy
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Sofiadin, Aidrina; Azuddin, Muna – International Association for Development of the Information Society, 2021
The movements towards achieving sustainable goals among many countries have risen throughout the years. A part of the sustainable goals -- the COVID-19 pandemic has forced many universities to move to online learning to sustain students' education. Indeed, e-learning has been delivering through the website since 1960. There is a need to develop…
Descriptors: Sustainable Development, Game Based Learning, Higher Education, Electronic Learning
Stephen Petrucci – ProQuest LLC, 2021
Adolescents spend a significant and increasing amount of time online, especially on social media (SM) platforms. Replicating most of the questions from the 2018 PEW Teen Survey (Anderson & Jiang, 2018), this study provides a current understanding of how a sample of Canadian adolescents use SM, what perceived effects of SM they report, and…
Descriptors: Social Media, Computer Mediated Communication, Adolescent Attitudes, Self Concept
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Ji-Eun Lee; Aravind Stalin; Vy Ngo; Katharine Drzewiecki; Cindy Trac; Erin Ottmar – Grantee Submission, 2021
We apply an advanced data visualization technique, "Sankey diagram," to explore how middle-school students (N = 343) solved problems in a game-based algebraic notation tool. The results indicate that there is a large variation in the types of students' strategies to solve the problems, with some approaches being more efficient than…
Descriptors: Mathematics Instruction, Middle School Students, Problem Solving, Game Based Learning
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Wang, Jing; Song, Baomei – Asia-Pacific Education Researcher, 2023
To motivate learners to engage in writing courses and help to improve their writing performance, a mobile-game-based collaborative prewriting approach was proposed in this study. A quasi-experiment was implemented by recruiting two classes of non-English major students from a university in northeastern China. Class 1 learned to write under the…
Descriptors: Computer Games, Collaborative Writing, Prewriting, Foreign Countries
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Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
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