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Grimminger-Seidensticker, Elke; Möhwald, Aiko – Physical Education and Sport Pedagogy, 2020
Background: Modern Western societies are comprised of social and cultural diversity. As such, it is important that young people develop an awareness and appreciation of different cultures. Physical education (PE) and sport are often considered spaces where intercultural competence and social cohesion can be addressed through motor, social,…
Descriptors: Physical Education, Social Integration, Group Unity, Multicultural Education
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McKim, Aaron J.; McKendree, Robert Bud; Pauley, Catlin M. – Journal of Research in Technical Careers, 2020
Educational games provide learners with team-based, experiential, and problem-centered learning opportunities. Therefore, educational games are recommended to encourage learner success in an increasingly complex and collaborative world. Research exploring interventions to increase teacher affinity toward games is needed to inform expansion of…
Descriptors: Educational Games, Agricultural Education, Natural Resources, Teaching Methods
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Jacques, Lorraine A. – Open Journal for Educational Research, 2020
Problem solving follows a cycle of inquiry where the individual iterates between finding possible paths and exploring their likely effectiveness before selecting one as a possible solution. The cycle is enhanced through proximal processes because the number of paths that can be explored in depth are greater when more people work on the same…
Descriptors: Problem Solving, Game Based Learning, Cooperative Learning, Cognitive Processes
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Soni, Meghna; Okamoto, Yukari – Mathematical Thinking and Learning: An International Journal, 2020
Competence in fractions is important in achieving advanced mathematics such as algebra and calculus. To foster students' understanding of fractions, intervention studies have found number lines to be an effective representational tool. Yet, it is unclear whether or not number lines are equally effective regardless of the ways in which they are…
Descriptors: Mathematics Instruction, Fractions, Mathematical Concepts, Numbers
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Fanfarelli, Joey R. – British Journal of Educational Technology, 2020
The literature reflects a shortage of empirical research on educational game design. This paper presents the results from a randomized controlled study on the impact of narrative and digital badging on learning and engagement in an educational game that teaches basic brain structure and function to undergraduate psychology students. Participants…
Descriptors: Educational Games, Fantasy, Learner Engagement, Comparative Analysis
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LaPaglia, Jessica A. – Teaching of Psychology, 2020
In this article, the author describes an exam review activity in which students answered questions and solved puzzles in order to escape the review session. In a general psychology (100-level) course and research methods in psychology (300-level) course, students solved a series of puzzles and review questions. This format is similar to popular…
Descriptors: Review (Reexamination), Tests, Puzzles, Problem Solving
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Ashworth, Emma; Humphrey, Neil; Lendrum, Ann; Hennessey, Alexandra – Psychology in the Schools, 2020
This mixed-methods study examines two moderators of the impact of the Good Behavior Game--implementation variability, participant risk status, and the interaction between them--as predictors of behavioral and academic outcomes. Quantitative data from 38 primary schools were utilized, with outcome data collected at baseline and 2-year follow-up.…
Descriptors: Educational Games, Intervention, Student Behavior, Elementary School Students
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Sevik, Mustafa – Educational Research and Reviews, 2020
English and Turkish languages have different orthographies. The orthography of English is considered relatively deep since many English letters can correspond to more than one sound; many sounds can be represented by more than one letter and English has a number of consonant digraphs/clusters such as th, sh, ch, and ck to represent a single sound.…
Descriptors: Writing Skills, English (Second Language), Second Language Learning, Elementary School Students
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Krange, Ingeborg; Silseth, Kenneth; Pierroux, Palmyre – Cultural Studies of Science Education, 2020
Studies of education practices in science centers have found variation in how conceptual learning is supported, or scaffolded, on school field trips. This paper investigates the implications of scaffolding variations for how students make sense of a game-based exhibit that was designed to trigger interest and develop knowledge of scientific…
Descriptors: High School Students, Science Education, Field Trips, Science Teaching Centers
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Bharathi, Vijayakumar S.; Kulkarni, Mugdha Shailendra – International Journal of Information and Communication Technology Education, 2020
This research article investigates the impact of using a Monopoly Board Game (MBG) in the teaching learning process of financial statement analysis (FSA) to information technology management students, who earlier had little or no finance or accounting prior educational background. The subjects were students (N=159) in an Indian University. The…
Descriptors: Games, Class Activities, Accounting, Teaching Methods
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Taskin, Necati; Kiliç Çakmak, Ebru – Contemporary Educational Technology, 2020
Marczewski (2015) has introduced a new classification model for different user types. Tondello et al. (2016) developed and later revised (Tondello et al., 2019) "The Gamification User Types Hexad Scale" based on this model. The aim of this study is to adapt this scale into Turkish. The validity and reliability study of the scale was…
Descriptors: Measures (Individuals), Turkish, Games, Media Adaptation
Picton, Irene; Clark, Christina – National Literacy Trust, 2020
In 2019, the authors conducted a survey of 4,626 young people aged 11 to 16 to explore young people's literacy-related interactions both within, and in relation to, video games. Given the suddenly changed environment due to the COVID-19 pandemic, they were keen to capture any possible changes to young people's behaviours around video game playing…
Descriptors: Video Games, Literacy, COVID-19, Pandemics
British Columbia Ministry of Education, 2020
Children's play experiences have a profound impact on all areas of their growth, learning, and development. Play Today: A Guide for Families describes ideas and examples of quality play experiences that can be offered to preschool and school-age children by their families and caregivers. This guide puts a focus on play-based learning for children…
Descriptors: Play, Child Development, Learning Processes, Inquiry
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Joslyn, P. Raymond; Vollmer, Timothy R. – Journal of Applied Behavior Analysis, 2020
The Good Behavior Game (GBG) is a well-documented group contingency designed to reduce disruptive behavior in classroom settings. However, few studies have evaluated the GBG with students who engage in severe problem behavior in alternative schools, and there are few demonstrations of training teachers in those settings to implement the GBG. In…
Descriptors: Classroom Techniques, Student Behavior, Nontraditional Education, Behavior Disorders
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Mario S. Staller; Valentina Heil; Rüdiger Koch; Swen Körner – International Journal of Designs for Learning, 2020
We report a design case in the context of self-defense training, that was designed by participants of a coach development course for violence prevention coaches for emergency services. The game was designed to foster skill development with regards to the defense against knife attacks in the context of self-defense. Following pedagogical principles…
Descriptors: Instructional Design, Safety Education, Coaching (Performance), Violence
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