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Harold Abelson, Editor; Siu-Cheung Kong, Editor – MIT Press, 2024
In today's digital society, computational thinking (CT) is a critical component of all children's education. In "Computational Thinking Curricula in K-12," editors Harold Abelson and Siu-Cheung Kong present a range of professional perspectives on the most effective ways to integrate CT into school curricula. Their edited volume, which…
Descriptors: Computation, Thinking Skills, Elementary Secondary Education, Educational Policy
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Brittany Pinkerton; Christine L. Craddock – Journal of Youth Development, 2024
Culturally relevant pedagogy (CRP) has been a widely utilized framework for educational practice and research (Ladson-Billings, 2014). It is built on the ethics of care, first established in consideration of education among Black youth (Ladson-Billings, 1995). However, applications of CRP to youth physical activity (PA) programs are largely…
Descriptors: School Community Programs, Preadolescents, Physical Activities, Culturally Relevant Education
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Guins, Raiford – American Journal of Play, 2017
The author asks what has occurred in game history scholarship to warrant the use of the adjective "new" in "New Video Game History" and suggests an awareness of process may now be influencing the study of games. In support of this observation, he organizes the article along two interrelated fronts. The first speaks to the…
Descriptors: Video Games, History, Design, Historiography
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Housen, Monica – Mathematics Teacher, 2017
In this article, Monica Housen describes how she uses Guess the Number of . . . , a game that develops estimation skills and persistence to provide a fun, to provide a meaningful experience for her high school students. Each week she displays objects in a clear plastic container, like those for pretzels sold in bulk. Students enter a…
Descriptors: High School Students, Mathematics Instruction, Educational Games, Teaching Methods
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Cebulski, Adam R. – New Directions for Student Leadership, 2017
This chapter introduces gamification and a model for utilizing game design elements for leadership competency development.
Descriptors: Leadership Training, Design, Game Based Learning, Models
Kolis, Mickey; Olson, Sarah; Kolis, Benjamin H. – Rowman & Littlefield Publishers, 2017
Inquiry is becoming more and more an area of interest in education. This book attempts to explain why music inquiry makes sense, what pieces are required to do music inquiry effectively (the knowledge, skills and dispositions) and then provides how to teach music inquiry in a series of day-by-day lesson plans.
Descriptors: Inquiry, Social Studies, Music, Educational Games
Khajah, Mohammad M. – ProQuest LLC, 2017
I study the impact of novel game manipulations on user engagement using principled computational methods. Maximizing user engagement is important because it results in more profitable games in the commercial arena and better learning outcomes in the educational arena. It is then perhaps unsurprising that the study of user engagement is well…
Descriptors: Nonparametric Statistics, Models, Learner Engagement, Bayesian Statistics
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Codish, David; Rabin, Eyal; Ravid, Gilad – Interactive Learning Environments, 2019
Process mining methodologies are designed to uncover underlying business processes, deviations from them, and in general, usage patterns. One of the key limitations of these methodologies is that they struggle in cases in which there is no structured process, or when a process can be performed in many ways. Learning Management Systems are a…
Descriptors: Integrated Learning Systems, Case Studies, Behavior Patterns, Learning Analytics
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Gray, James; Lindstrøm, Christine – Physics Teacher, 2019
Khan Academy (KA) is one of the world's most popular open educational resources (OER), with more than 57 million registered users and 15 million monthly site visits as of May 2016. It is popular with students seeking additional resources for their math studies, and gaming features (in the form of points, badges, and missions) add to its appeal. As…
Descriptors: Science Instruction, Open Educational Resources, Educational Technology, Technology Uses in Education
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Baranyai, Tünde; Egri, Edit; Molnár, Andrea Éva; Zsoldos-Marchis, Iuliana – Acta Didactica Napocensia, 2019
Mental calculation is an important competence in everyday life, and it is essential especially for a future primary school teacher. In this research the efficacy of different games, as didactic games, board-games, and mobile games for developing mental calculation skills were studied. The results shows that didactic games and board-games were…
Descriptors: Preservice Teachers, Elementary School Teachers, Thinking Skills, Skill Development
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D'Aprile, Gianvito; Ligorio, Maria Beatrice; Ulloa Severino, Antonio – Technology, Knowledge and Learning, 2019
Based on behavioral science assumptions, the main purpose of this study is to validate a theoretical model of the relationship between serious game play, patient empowerment and health-related behaviors. We first hypothesized that serious games for health enhanced patients' empowerment-related education; second, we expected that gender may…
Descriptors: Educational Games, Health Education, Patient Education, Health Behavior
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Sahin, Muhittin; Keskin, Sinan; Yurdugül, Halil – International Journal of Game-Based Learning, 2019
This study aims to analyse the psychological constructs of loneliness and family support on game addiction among children, who are a major risk group for game addiction. The study explores: (a) the effect of the secondary-school students' perception of family support on game addiction; (b) the mediation effect of the feeling of loneliness…
Descriptors: Family Involvement, Family Relationship, Psychological Patterns, Addictive Behavior
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Akin, Sinan; Alp, Hulusi – Journal of Curriculum and Teaching, 2019
The aim of this study is to reveal the effect of long term adapted game aided physical education intervention program conducted on an individual with ASD and to conserve the achieved skills. The participant was fourteen years old during study and was fifteen years old when research was completed. The study took 15 months in total including 12…
Descriptors: Games, Physical Education, Psychomotor Skills, Children
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Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Technology and Smart Education, 2019
Purpose: This study aims to explore the effects of an alternative learning environment, such as the video game making (VGM) within science content, on computational thinking (CT) skills development and student performance. Design/methodology/approach: A didactic intervention was performed for five weeks. Two student groups were taught the same…
Descriptors: Computation, Thinking Skills, Science Instruction, Scientific Concepts
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Kai-Kee, Elliott – Journal of Museum Education, 2019
The recent popularity of museum mash-ups exemplifies fatigue, if not dissatisfaction with "traditional" conversation, discussion, and dialogue-based interpretation that has become standard for many art museum educators. This article looks back at the late 1960s and early 1970s when a similar dissatisfaction with standard approaches…
Descriptors: Museums, Learning Activities, Teaching Methods, Fine Arts
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