NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 4,261 to 4,275 of 20,257 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Glover, Kevin R.; Bodzin, Alec – Career and Technical Education Research, 2020
A Value-Achievement-Cost (VAC) Survey was psychometrically tested to continue to establish its predictive utility for future research with 12th grade female Career and Technical Education (CTE) health science classroom cohorts of less than 50 students. In this study, a 10-construct, 46-item VAC Survey was administered to 31 college-bound 12th…
Descriptors: Test Validity, Student Motivation, Grade 12, Student Surveys
Peer reviewed Peer reviewed
Direct linkDirect link
Ang, Jayden Wei Jie; Ng, Yin Ni Annie; Liew, Rou Shen – Journal of Chemical Education, 2020
An escape room uses a game-based active learning approach to develop students' critical thinking and problem-solving skills in an immersive environment. An escape room was developed to provide an innovative method to reinforce concepts in chemical bonding for a first-year general chemistry course. Because of the COVID-19 pandemic, it was…
Descriptors: Game Based Learning, Skill Development, Critical Thinking, Problem Solving
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Damjana, Lampe; Kozina, Francka Lovšin – Science Education International, 2020
In a consumer society, educating children for a healthy lifestyle is challenging for the teacher. Daily, children are exposed to large amounts of information (including misinformation) and the field of healthy eating is no exception. The teacher must, therefore, develop good teaching strategies that include informative/innovative teaching tools.…
Descriptors: Game Based Learning, Nutrition, Merchandise Information, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Neuts, Bart – Schole: A Journal of Leisure Studies and Recreation Education, 2020
Cities are multifunctional entities, catering to diverse activities and populations. As a result, urban redevelopment strategies often carry important externalities and inclusive processes should be established to move from a traditional planned city to a co-productive city. The following article presents a gamification exercise as a learning…
Descriptors: Urban Planning, Stakeholders, Game Based Learning, Urban Renewal
Peer reviewed Peer reviewed
Direct linkDirect link
Nava, Elena; Föcker, Julia; Gori, Monica – Developmental Science, 2020
Combining information across different sensory modalities is of critical importance for the animal's survival and a core feature of human's everyday life. In adulthood, sensory information is often integrated in a statistically optimal fashion, so that the combined estimates of two or more senses are more reliable than the best single one. Several…
Descriptors: Sensory Integration, Preschool Children, Teaching Methods, Games
Peer reviewed Peer reviewed
Direct linkDirect link
Capella-Peris, Carlos; Gil-Gomez, Jesús; Chiva-Bartoll, Òscar – Journal of Teaching in Physical Education, 2020
Purpose: To compare the development of teaching competency in preservice teachers of physical education (n = 96) through two different modalities of intervention from the same service-learning program. The preservice teachers provided a direct service to children with motor functional diversity, promoting their motor skills and counteracting their…
Descriptors: Outcomes of Education, Service Learning, Physical Education, Teacher Competencies
Peer reviewed Peer reviewed
Direct linkDirect link
Colvert, Angela – Cambridge Journal of Education, 2020
Investigations into the digital literacy practices supported by new forms of play can pose significant challenges insofar as researchers and educators lack theoretical frameworks nuanced or flexible enough to map the terrain being explored. In this paper the author presents a new hybrid model of ludic authorship which reconceptualises the…
Descriptors: Technological Literacy, Authors, Correlation, Literacy
Peer reviewed Peer reviewed
Direct linkDirect link
Fishovitz, Jennifer; Crawford, Garland L.; Kloepper, Kathryn D. – Journal of Chemical Education, 2020
Games are a way to engage students with course material in a low-stakes environment. In the popular game app "Heads Up!", participants give clues to a guesser who is holding a word on their forehead. Here, we present a modified version of this game where students are required to give clues in a specific order that emphasizes higher-order…
Descriptors: Metacognition, Computer Software, Computer Games, Cues
Peer reviewed Peer reviewed
Direct linkDirect link
Cardozo, Lais Tono; Castro, Amicio Pina; Guimarães, Alexsandro Ferreira; Gutierrez, Lucila Ludmila Paula; Montrezor, Luís Henrique; Marcondes, Fernanda Klein – Advances in Physiology Education, 2020
This work describes the educational game "Integrating Synapse, Muscle Contraction, and Autonomic Nervous System," which was developed to assist students in understanding and integrating concepts related to the physiology of synapses, muscle contraction, and the autonomic nervous system. Analysis was made of the effect of the game on…
Descriptors: Physiology, Neurological Organization, Human Body, Dentistry
Peer reviewed Peer reviewed
Direct linkDirect link
Zainuddin, Zamzami; Perera, Corinne Jacqueline; Haruna, Hussein; Habiburrahim, Habiburrahim – Information and Learning Sciences, 2020
Purpose: The purpose of this study is twofold. Firstly, this research aims at helping countries implement an equitable, innovative and context-appropriate stay-home game plan for the millions of disadvantaged and under-privileged students severely affected by the forfeiture of school closures; and secondly, this study proclaims that the burgeoning…
Descriptors: School Closing, COVID-19, Pandemics, Gamification
Peer reviewed Peer reviewed
Direct linkDirect link
Tucker, Stephen I.; Johnson, Teri Nicole – AERA Online Paper Repository, 2020
Number sense is the foundation of arithmetic and algebra, yet relatively little research has deeply investigated what children do as they develop number sense. This case study provides insights into that development as it occurred during interactions with a multi-touch mathematics digital game, including conceptually congruent gestures. Findings…
Descriptors: Numbers, Computer Games, Cognitive Development, Preschool Children
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Watanapokakul, Satita – PASAA: Journal of Language Teaching and Learning in Thailand, 2018
This study focuses on the role of edutainment at the tertiary level. The context is the teaching and learning of "English for Veterinary Profession I" (ENG VET PROF I) for second-year university students in Bangkok, Thailand. This course focuses on improving students' listening and speaking skills in the veterinary field. In order to…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Educational Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Amie E. Musselman; Michael Edward Hess; Charles L. Lowery – Journal of Research Initiatives, 2018
Mobile media is the over-arching term for handheld devices with internet capabilities such as smartphones and tablets. This multifaceted, handheld technology is common amongst teens and young adults. Specifically, individuals between ages 18 and 29 are primarily wireless internet users and owners of cell phones, 81%, and 93% respectively. This…
Descriptors: Telecommunications, Handheld Devices, Tablet Computers, High School Students
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Pages: 1  |  ...  |  281  |  282  |  283  |  284  |  285  |  286  |  287  |  288  |  289  |  ...  |  1351