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Pektas, Murat; Kepceoglu, Ibrahim – Science Education International, 2019
This case study investigated what prospective science education teachers think about the use of gamification in education. 44 pre-service science teachers were asked to provide their opinions about the use of gamification in education after a 4-week implementation of gamification. The participants revealed the benefits of gamification such as an…
Descriptors: Preservice Teachers, Student Attitudes, Educational Games, Science Teachers
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Havre, Sigrid Jordal; Väkevä, Lauri; Christophersen, Catharina R.; Haugland, Egil – British Journal of Music Education, 2019
This article is based on a case study of how the Rocksmith entertainment music video game can be used in the context of studying electric guitar and bass as part of music teacher training. In empirical terms, we were interested in how music teachers' knowledge becomes articulated in the pedagogical discourse of our participants. As conceptual…
Descriptors: Music, Music Education, Musical Instruments, Video Games
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Albertazzi, Deise; Ferreira, Marcelo Gitirana Gomes; Forcellini, Fernando Antônio – Technology, Knowledge and Learning, 2019
This paper presents an overview of gamification research. It introduces a panoramic research map that comprises a research map and keyword maps for each year of publication of research on gamification. The panoramic research map resulted in a detailed view of gamification research: covered areas, types of published papers, gaps, and most…
Descriptors: Computer Games, Information Retrieval, Research Reports, Learning Experience
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Barseghyan, Gayane; Grigoryan, Aram – Journal of Economic Education, 2019
The authors develop a two-stage classroom experiment to illustrate convergence to long-run equilibrium in a market where price-taking firms are capacity-constrained. Once equilibrium in the first stage is established, capacity constraints are introduced by imposing discontinuities in the fixed costs of several firms. The experiment demonstrates…
Descriptors: Economics Education, Experiments, Class Activities, Microeconomics
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Luchi, Kelly Cristina Gavião; Cardozo, Lais Tono; Marcondes, Fernanda Klein – Advances in Physiology Education, 2019
The aim of this work is to describe the "Muscular System Game," created to assist in the teaching-learning process concerning the physiology of the muscular system, and to evaluate its effect on the learning of university students. Participating in this study were first-year undergraduate students of the pharmacy course (game group, n =…
Descriptors: Physiology, Human Body, Undergraduate Students, Nursing Education
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Giles, Kelly; Shuyler, Kristen; Evans, Andrew; Reed, Jon – Public Services Quarterly, 2019
Librarians and staff at a public university drew upon previous experience with instructional games to develop, implement, and assess a card game as a library orientation activity for new transfer students. This project was shaped by a desire to meet transfer students' unique needs as well as the logistical constraints associated with the…
Descriptors: Library Instruction, Educational Games, Academic Libraries, Librarians
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Palm-Forster, Leah H.; Duke, Joshua M. – Journal of Economic Education, 2019
Traffic congestion and road tolls are familiar economic concepts for most undergraduates; however, students often have difficulty explaining exactly how theoretical principles like externalities and social welfare are related to their real-world experiences, such as driving. The authors present a classroom exercise to demonstrate how congestion…
Descriptors: Economics Education, Class Activities, Microeconomics, Transportation
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Tocu, Adrian; Beldiman, Iuliana; Cruceat, Alin; Butean, Alexandru – International Association for Development of the Information Society, 2019
This paper presents an ongoing development process for an experimental application that aims to train an inexperienced user to operate a mobile device and receive Augmented Reality (AR) guidelines for basic pick-and-place operations. The purpose of the presented work is to offer a learning environment for placing multiple physical tools in…
Descriptors: Telecommunications, Handheld Devices, Computer Simulation, Educational Games
Martinez, Cristobal M.; Ingram-Goble, Adam; Twist, Kade L.; Chacon, Raven – Educational Technology, 2016
This article reviews the design and implementation of a game as an instrument for dialogue, both as a social tool and a shared interface for music performance. Beyond describing the design of "Game Remains," the article shares the details of an impact story of how an installation in Guelph's Musagetes Boarding House Arts in Canada has…
Descriptors: Play, Educational Games, Computer Games, Educational Technology
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Valcke, Alanna; Nilsen, Elizabeth S. – Journal of Cognition and Development, 2023
To successfully navigate their social worlds, children must adapt their behaviors to diverse situations and do so in a fluid fashion. The current study explored preschool-aged children's sensitivity to a gameplay context (cooperative/competitive) and messages from another (fictional) player (team-oriented/self-oriented) while distributing gameplay…
Descriptors: Task Analysis, Audio Equipment, Social Behavior, Child Behavior
Dressman, Mark; Lee, Ju Seong; Perrot, Laurent – John Wiley & Sons, Inc, 2023
"English Language Learning in the Digital Age" is a comprehensive introduction to the theoretical background and real-world application of IDLE (Informal Digital Learning of English). Designed for teachers and future teachers preparing to teach English as a second or other language, this highly practical guide focuses on incorporating…
Descriptors: English Language Learners, English (Second Language), Language Teachers, Student Centered Learning
Thomas Conmy – ProQuest LLC, 2023
The purpose of this meta-analysis was to investigate the effectiveness of the use of games as part of mathematics instruction on academic achievement in grades Kindergarten to 12 in the United States. There were 17 studies selected for investigation published from 2010 to 2023 that focused on game-based learning and mathematics. This meta-analysis…
Descriptors: Meta Analysis, Mathematics Instruction, Game Based Learning, Learning Management Systems
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Alshammari, Ali; Whittinghill, David – International Journal of Game-Based Learning, 2015
Single and multiplayer serious Kinect games have been used in many different areas, including education. Due to its relative newness as a technology, a dearth of literature exists concerning the requirements for the use of Kinect games in educational settings. A comprehensive review was conducted to include various perspectives in order to provide…
Descriptors: Teaching Methods, Educational Games, Literature Reviews, Video Games
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Oluwatoyin Ayodele Ajani, Editor – IGI Global, 2025
By integrating digital tools and resources into teacher training programs, future educators can develop the skills to create personalized learning experiences for all students, including those with disabilities or language barriers. Technology enables differentiated instruction, facilitates accessible content, and provides real-time feedback,…
Descriptors: Teacher Empowerment, Preservice Teachers, Inclusion, Technology Uses in Education
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Maria Antonina Obojska; Potheini Vaiouli – International Journal of Multilingualism, 2025
Recent research shows that transnational families draw on digital media in their language learning. However, little systematic knowledge exists on the nature of these practices, the tools used, and the families' views regarding digital media use for language learning. This article addresses this knowledge gap, presenting the results of an online…
Descriptors: Family Relationship, Multilingualism, Language Usage, Information Technology
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