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Squire, Nikki Marie – ProQuest LLC, 2018
Using active learning strategies, such as games, can make a positive impact on how students learn, how they process and retain information, and how they interact with digital media. This quantitative comparative research study examined differences among online freshman students' posttest information literacy (IL) summative scores comparing…
Descriptors: Comparative Analysis, Active Learning, Learning Strategies, Statistical Analysis
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Winger, Amy – Distance Learning, 2018
What do quizzes, gamification, infographics, and videos all have in common? They can all be prepared in bite-sized chunks of information. Such forms of multimedia capitalize on presenting information in short segments of information. Furthermore, with media platforms such as Twitter, Facebook, and Instagram so heavily accessed, many people are…
Descriptors: Teaching Methods, Electronic Learning, Best Practices, Tests
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Mtebe, Joel S.; Raphael, Christina – Journal of Learning for Development, 2018
This study adopted bibliometric and content analysis methods to explore research trends on eLearning implementation in Tanzania between 2007 and 2017. A total of 74 articles from electronic databases, conference proceedings, and selected electronic journals were reviewed. The study found out that there is an increasing interest in eLearning…
Descriptors: Foreign Countries, Electronic Learning, Educational Research, Educational Trends
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Wilson, Shellyanne – Decision Sciences Journal of Innovative Education, 2018
Understanding bottlenecks is an in-class experiential learning exercise designed to improve students' understanding of production system capacity issues. After an introductory teaching session on capacity and constraint management, students are formed into groups of six to assume the roles of one raw material handler, four production workers, and…
Descriptors: Experiential Learning, Class Activities, Business Administration Education, Group Activities
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Smith, Donald A. – Physics Teacher, 2018
Games have often been used in the classroom to teach physics ideas and concepts, but there has been less published on games that can be used to teach scientific thinking. D. Maloney and M. Masters describe an activity in which students attempt to infer rules to a game from a history of moves, but the students do not actually play the game. Giving…
Descriptors: Physics, Science Instruction, Scientific Concepts, Educational Games
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Westera, Wim – Interactive Learning Environments, 2018
This paper presents a computational model for simulating how people learn from serious games. While avoiding the combinatorial explosion of a games micro-states, the model offers a meso-level pathfinding approach, which is guided by cognitive flow theory and various concepts from learning sciences. It extends a basic, existing model by exposing…
Descriptors: Computation, Models, Simulation, Games
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Coyne, Sarah M.; Warburton, Wayne A.; Essig, Lee W.; Stockdale, Laura A. – Developmental Psychology, 2018
Decades of research on the effects of media violence have examined associations between viewing aggressive material in the media and aggression and prosocial behavior. However, the existing longitudinal studies have tended to exclusively examine aggression and prosocial behavior as outcomes, with a limited range of potential mediators. The current…
Descriptors: Violence, Video Games, Aggression, Prosocial Behavior
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Klein, Gene – Journal of Education for Business, 2018
A close look at the educational literature reveals both negative perceptions among peer assessment participants and evidence that peer assessment may not as effective as generally thought. An analysis of peer assessment using game theory is proposed and examined. This examination helps to explain the aforementioned lack of effectiveness and…
Descriptors: Peer Evaluation, Game Theory, Teaching Methods, Instructional Effectiveness
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Mayer, Igor; Warmelink, Harald; Zhou, Qiqi – British Journal of Educational Technology, 2016
The authors explore how framing theory and the method of frame-reflective discourse analysis provide foundations for the emerging discipline of serious games (SGs) research. Starting with Wittgenstein's language game and Berger and Luckmann's social constructivist view on science, the authors demonstrate why a definitional or taxonomic approach to…
Descriptors: Discourse Analysis, Educational Games, Game Theory, Educational Research
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Nebel, Steve; Schneider, Sascha; Rey, Günter Daniel – Educational Technology & Society, 2016
Since the field of educational videogames or serious games is not limited to games that are specifically designed for educational purposes, videogames such as Minecraft have aroused the attention of teachers and researchers alike. To gain insights into the applicability of Minecraft, we reviewed the literature on use of the game in education and…
Descriptors: Video Games, Educational Games, Teaching Methods, Educational Research
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Renshaw, Ian; Araújo, Duarte; Button, Chris; Chow, Jia Yi; Davids, Keith; Moy, Brendan – Physical Education and Sport Pedagogy, 2016
Background: There is some apparent confusion regarding similarities and differences between two popular physical education (PE) pedagogical frameworks, that is, the Constraints-Led Approach (CLA) and Teaching Games for Understanding (TGfU). Purpose: Our aim in this commentary is to detail important theoretical and pedagogical concepts that…
Descriptors: Physical Education, Educational Games, Models, Teaching Methods
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Chin, Doris B.; Blair, Kristen P.; Schwartz, Daniel L. – Technology, Knowledge and Learning, 2016
In partnership with both formal and informal learning institutions, researchers have been building a suite of online games, called choicelets, to serve as interactive assessments of learning skills, e.g. critical thinking or seeking feedback. Unlike more traditional assessments, which take a retrospective, knowledge-based view of learning,…
Descriptors: Educational Games, Computer Games, Selection, Problem Solving
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Peng, Li-Wei; Lee, Cheun-Yeong – Excellence in Education Journal, 2020
The research partnership among university faculty, information technology graduate students, and science content experts from school districts developed the Web-based two-dimensional and three-dimensional virtual reality science games. The games were implemented to engage middle school students in learning, retaining, and applying newly acquired…
Descriptors: Educational Research, College Faculty, Graduate Students, Information Technology
Oberprieler, Kerstin; Leonard, Simon N. – Australian Association for Research in Education, 2015
This paper argues that the emergence of design thinking and design-research provide a renewed opportunity for expansive learning, and proposes a model for educational design using concepts drawn from Activity Theory, Ecological Cognition, and other systems-based understandings of learning. The model is argued in the context of a design project…
Descriptors: Social Theories, Instructional Design, Workplace Learning, Games
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Parra, Saro Lozano; Bakker, Cok; van Liere, Lucien – Journal of Curriculum Studies, 2021
Research shows that teachers and educators struggle to act when conflict appears in the classroom. This article argues that (political) conflict should not be avoided or eradicated. Teachers should enable conflict and attend to their pupils in the process, in order to enable further understanding of each other and their differences, as part of…
Descriptors: Conflict, Political Attitudes, Citizenship Education, Problem Solving
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