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Schmidt, Elizabeth K.; Dougherty, Megan; Robek, Natalie; Darragh, Amy; Hand, Brittany N.; Havercamp, Susan M.; Weaver, Lindy L.; Sommerich, Carolyn – American Journal of Sexuality Education, 2021
Sexuality education (SE) for individuals with intellectual and developmental disabilities is needed, but is sparse. Seven individuals with intellectual and developmental disabilities and two educators participated in a mixed method participatory design to iteratively refine nine learning activities for SE. We analyzed usability, usefulness, and…
Descriptors: Intellectual Disability, Developmental Disabilities, Sex Education, Learning Activities
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Söylemez, Aydin – Malaysian Online Journal of Educational Technology, 2021
This research investigates the prediction of delaying gratification on game addiction among primary school students who attend the 3rd and 4th-grade. This study, in which the delay of gratification behaviour correlated with game addiction among children, was carried out using a descriptive survey model. The study sample consisted of 318 students…
Descriptors: Delay of Gratification, Computer Games, Addictive Behavior, Elementary School Students
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Reyes, Encarnación; Gálvez, Jaime C.; Enfedaque, Alejandro – Education Sciences, 2021
This paper presents the experience of a group of Construction and Building Materials lecturers following the introduction of a new contest-based gamification activity aimed at improving interest and learning outcomes in the course. Students' motivation is of key importance in utilizing educational activities for study and learning in the subject.…
Descriptors: Game Based Learning, Learning Motivation, Active Learning, Cooperative Learning
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Mattlin, Mikael – Journal of Political Science Education, 2021
This article explores the hidden educational potential in the board game "Diplomacy." While commonly recognized as a good low-cost negotiation simulation and a useful teaching platform, the original game version over-emphasizes the conflictual nature of international relations and presents an image of international relations that is not…
Descriptors: Political Science, Teaching Methods, Educational Games, International Relations
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Avargil, Shirly; Shwartz, Gabriella; Zemel, Yoram – Journal of Chemical Education, 2021
In the contemporary landscape of science education, teachers aspire to implement approaches that engage students with diverse teaching methods in diverse learning environments. By reviewing educational literature that deals with chemical escape rooms (ChEsRms), we can find several purposes they serve; however, only a few papers used ChEsRms for…
Descriptors: Science Education, Teaching Methods, Chemistry, Secondary School Science
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Dikcius, Vytautas; Urbonavicius, Sigitas; Adomaviciute, Karina; Degutis, Mindaugas; Zimaitis, Ignas – Journal of Marketing Education, 2021
Online learning is a powerful option for professional development in various careers, including marketing. However, massive open online courses (MOOCs) tend to face an issue of course dropouts, and this cannot only be attributed to factors like course content or value. Social interactions among students and interest-generating elements of MOOCs…
Descriptors: Distance Education, Marketing, Business Administration Education, Electronic Learning
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Riivari, Elina; Kivijärvi, Marke; Lämsä, Anna-Maija – Educational Technology Research and Development, 2021
Our study examined using a computer-based learning game as a tool to facilitate teaching and learning teamwork skills. The game was applied to an undergraduate level human resource management course at a business school in Finland. We focused on students' experiences and key learning outcomes of collaborative learning of teamwork skills through…
Descriptors: Computer Games, Cooperative Learning, Teamwork, Teaching Methods
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Zapata, Gabriela C. – Hispania, 2021
The purpose of this project was to compare two different COVID-19 Mexican "lotería" versions by Mexican-American artists Ernesto Quiñonez Curiel and Pinche Raf. Their work was inspired by the most popular traditional "lotería" set "Don Clemente Gallo," created by Don Clemente Jacques in 1913. Social semiotics was…
Descriptors: COVID-19, Pandemics, Comparative Analysis, Mexican Americans
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Mowafi, Yaser; Abumuhfouz, Ismail – Journal of Educational Computing Research, 2021
Mobile learning techniques have brought the potential of scaffolding information in real-world context that allows learners to interact more actively with their learning content. In this study, we present an interactive learning approach that allows learners to interact with their learning content in real-world context. With learning environment…
Descriptors: Interaction, Handheld Devices, Electronic Learning, Skill Development
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Davis, Phillip E.; Fox, Corey J.; DeBode, Jason D.; Peterson, Lori T. – Journal of Educational Computing Research, 2021
A key challenge for educators in business is to incorporate learning tools that mimic the uncertainty and complexity of the real business environment. However, recent advancements in technology have offered new tools that address this challenge. One such increasingly popular tool has been computer simulations. While the use of simulations has…
Descriptors: Competence, Success, Goal Orientation, Achievement Need
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Ofosu-Ampong, Kingsley; Boateng, Richard; Kolog, Emmanuel A.; Anning-Dorson, Thomas – Journal of Information Systems Education, 2021
With a high attrition rate among students in online learning, educators and researchers have introduced gamified social media learning platforms which allow students to share their experiences, co-create knowledge, and collaboratively learn about computing principles. However, only a few studies have examined learners' motivations, antecedents,…
Descriptors: Student Motivation, Game Based Learning, Social Media, Psychological Needs
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Hernández-Prados, Mª Ángeles; Belmonte, Mª Luisa; Manzanares-Ruiz, Juan Carlos – Education Sciences, 2021
Notwithstanding the importance and relevance of gamification as a topical methodology in education, and after a literature review, there are just a few studies using role-playing games. In order to motivate and facilitate English as second language (ESL) learning of first year of Bachillerato (year 12) students at a public high school in the…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, High School Students
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Syamsi, Ibnu; Tahar, Mohd. Muchtor – Cypriot Journal of Educational Sciences, 2021
The research aims to describe how local wisdom can be orchestrated in the well-implemented character education for inclusive elementary schools (ESs). A total of 50 teachers and 200 students from 50 inclusive ESs in four districts and one municipality in Indonesia participated in the study. The data, collected by conducting interviews,…
Descriptors: Elementary School Students, Teaching Methods, Inclusion, Students with Disabilities
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Rivera, Errol Scott; Garden, Claire Louise Palmer – Journal of Further and Higher Education, 2021
Gamification, the application of game elements to non-game situations, has gained traction in education as a mechanism for improving motivation and/or learning outcomes. Although it is widely accepted that gamification enhances these aspects of engagement in business and education settings, there is equivocal supporting evidence. Research has…
Descriptors: Teaching Methods, Educational Games, Learner Engagement, Higher Education
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Gilham, Christopher Matthew; Wei, Yifeng; Kutcher, Stanley; MacIntyre, Catherine; MacCuspic, Sharon; Fougere, Wanda – McGill Journal of Education, 2021
This research investigated whether a mental health literacy resource could increase Grade 12 students' mental health literacy. Bachelor of Education students (N = 8) from a university in rural Atlantic Canada created a board game and mental health seminar based on the resource. They applied the resource through the board game and seminar to Grade…
Descriptors: Foreign Countries, Mental Health, Multiple Literacies, Undergraduate Students
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