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Min, Wookhee; Frankosky, Megan H.; Mott, Bradford W.; Rowe, Jonathan P.; Smith, Andy; Wiebe, Eric; Boyer, Kristy Elizabeth; Lester, James C. – IEEE Transactions on Learning Technologies, 2020
A distinctive feature of game-based learning environments is their capacity for enabling stealth assessment. Stealth assessment analyzes a stream of fine-grained student interaction data from a game-based learning environment to dynamically draw inferences about students' competencies through evidence-centered design. In evidence-centered design,…
Descriptors: Game Based Learning, Student Evaluation, Artificial Intelligence, Models
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Dokumaci Sutcu, Nese; Oral, Behçet – International Online Journal of Primary Education, 2020
In this research, it was intended to determine the effects of geometrical-mechanical intelligence game activities on the spatial abilities of secondary school seventh grade students. The research was designed according to quasi-experimental design with pre-test and post-test control groups and conducted with two experimental and two control…
Descriptors: Mathematics Skills, Geometric Concepts, Spatial Ability, Grade 7
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Melo, Angelica Ferreira; Felicio, Cinthia Maria; Ferreira, Julio Cesar; Noll, Matias – International Journal of Teaching and Learning in Higher Education, 2020
During the university term, in addition to graduation, some Brazilian science undergraduate students have the opportunity to join Scientific Initiation Programs (SI). Students are expected to be able to develop scientific writing skills. Based on these goals, this descriptive study aimed to investigate the efficacy of practical activities for SI…
Descriptors: Journal Articles, Undergraduate Students, Females, Foreign Countries
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McFeetors, P. Janelle; MacDonald, Broek – Australian Primary Mathematics Classroom, 2020
In this article, the authors explore a number of interesting games as contexts for students learning geometry and enhancing their development of problem solving and reasoning. The games selected were appealing, content-aligned games for approximately four players with simple rules and 10-30 minutes of play time. The games were integrated by…
Descriptors: Geometry, Mathematics Education, Game Based Learning, Play
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Shoesmith, Jake; Hook, Jonathan D.; Parsons, Andrew F.; Hurst, Glenn A. – Journal of Chemical Education, 2020
Organic Fanatic is a free-of-charge quiz-based mobile application game that encourages students to test their abilities and enhance their learning of organic structure and reactivity through a fun, arcade-style interface. Students can attempt a total of 270 multiple choice questions, choosing from a possible 1080 associated answers that can be…
Descriptors: Electronic Learning, Handheld Devices, Tests, Organic Chemistry
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Spieler, Bernadette; Grandl, Maria; Ebner, Martin; Slany, Wolfgang – Electronic Journal of e-Learning, 2020
Knowledge in Computer Science (CS) is essential, and companies have increased their demands for CS professionals. Despite this, many jobs remain vacant. Furthermore, computational thinking (CT) skills are required in all contexts of problem solving. A further serious problem arises from the gender disparity in technology related fields. Even if…
Descriptors: Computer Science Education, Online Courses, College Freshmen, Foreign Countries
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Barr, Matthew – Research in Learning Technology, 2020
Using a survey of higher education students (N = 2145), correlations between game play habits and the attainment of certain graduate skills or attributes (communication skill, adaptability and resourcefulness) are presented. Correlations between graduate attribute attainment and a range of demographic and educational factors, including age,…
Descriptors: Video Games, College Students, Skill Development, Communication Skills
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Williams, Mary L.; Camel, Simone; Ocker, Liette B.; Zinn, Kelly; Grahovec, Nicholas E.; Frazier, Heather – Athletic Training Education Journal, 2020
Context: The focus of learning and working with professions outside of one's own is the essence of interprofessional education (IPE). Interprofessional education satisfies accreditation standards and is a high-impact teaching practice. Interprofessional education is often studied in nursing, medicine, and pharmacy; however, it has rarely been…
Descriptors: Student Attitudes, Educational Games, Simulation, Interprofessional Relationship
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Hemer, David – Australian Mathematics Education Journal, 2020
This paper describes an investigation looking at the underlying mathematics of poker machines. The aim of the investigation is for students to get an appreciation of how poker machines are designed to ensure that in the long-term players will inevitably lose when playing. The first part of this paper describes how students can model a simple poker…
Descriptors: Equipment, Probability, Games, Mathematics Instruction
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Bay, Dondu Neslihan – European Journal of Educational Sciences, 2020
In this study, the play preferences of 80 five-year-old children, 40 girls and 40 boys, from four schools in Turkey and the characteristics that shape their preferred plays were examined. The research was designed by descriptive method, which is one of the qualitative research patterns, and the data were collected using draw-and-tell technique.…
Descriptors: Foreign Countries, Preschool Education, Child Development, Play
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Díaz-López, Adoración; Maquilón-Sánchez, Javier-Jerónimo; Mirete-Ruiz, Ana-Belén – Comunicar: Media Education Research Journal, 2020
ICT use during adolescence is now commonplace. Its power of attraction and the vulnerable condition of adolescents are giving rise to growing concern, aggravated by the imminent consequences of such synergy. In order to deepen understanding of this relationship, the following research objectives were formulated: a) Analyze the frequency of ICT…
Descriptors: Behavior Problems, Information Technology, Parent Participation, Anxiety
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Jiménez-Morales, Mònika; Montaña, Mireia; Medina-Bravo, Pilar – Comunicar: Media Education Research Journal, 2020
The presence and variety of mobile devices in Spanish homes, regardless of the social and economic con-text, has been widespread for years. Several studies focus on parental mediation in children's consumption of smart devices, however, there is a lack of scientific evidence about how the educational level and the professional profile of parents…
Descriptors: Foreign Countries, Elementary School Students, Young Children, Handheld Devices
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Dubreil, Sébastien – Foreign Language Annals, 2020
Since the COVID-19 pandemic has led to nation-wide school closures, the transition to remote teaching has caused profound disruption to classroom instruction. In this article, I share the impact that this forced transition has had on the redesign of the second half of a French course entitled "Gaming culture and culture of games," to…
Descriptors: Educational Games, Second Language Learning, French, School Closing
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Rigg, Elizabeth; van der Wal-Maris, Stella – Discourse and Communication for Sustainable Education, 2020
The importance of sustainable education is increasingly being seen over the last decade. One way is by offering social entrepreneurship education (SEE): education that addresses engagement (empathy, compassion and care) and entrepreneurship. In a Dutch institute for primary teacher education, a pilot study was undertaken on SEE. Student teachers…
Descriptors: Student Teachers, Entrepreneurship, Foreign Countries, Elementary School Teachers
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Firdaus, Faizah; Subchan, Wachju; Narulita, Erlia – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2020
Strengthening STEM [science, technology, engineering, and mathematics]-oriented learning is necessary for 21st century, so the development of appropriate learning models must be carried out. The aim of this study were analyzed validity, effectiveness, and practicality of STEM-based Team Games and Tournament (TGT) learning model towards the…
Descriptors: STEM Education, Game Based Learning, Teamwork, Cooperative Learning
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