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Nathan Prestopnik – International Journal of Designs for Learning, 2016
This paper reports a design case for a story-driven language learning game called "Arena." "Arena" was developed in the design science tradition, where purpose-built artifacts are used as a springboard for scientific inquiry. As such, "Arena" is a vehicle for designers and researchers to study the effectiveness of…
Descriptors: Game Based Learning, Student Motivation, Second Language Learning, Play
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Hildreth, Laura A.; Green, Jennifer L. – Teaching Statistics: An International Journal for Teachers, 2016
We present a variant of the Game of Pig to introduce the concepts of probability, simulation and expected value.
Descriptors: Statistics, Probability, Simulation, Expectation
Nagorsnick, Marian; Martens, Alke – International Association for Development of the Information Society, 2015
In modern video games, music can come in different shapes: it can be developed on a very high compositional level, with sophisticated sound elements like in professional film music; it can be developed on a very coarse level, underlying special situations (like danger or attack); it can also be automatically generated by sound engines. However, in…
Descriptors: Video Games, Music, Information Sources, Man Machine Systems
Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich – International Association for Development of the Information Society, 2015
Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…
Descriptors: Educational Games, Computer Games, Electronic Learning, Educational Assessment
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Hong, Jon-Chao; Tai, Kai-Hsin; Ye, Jian-Hong – British Journal of Educational Technology, 2019
This study adapted a Chinese remote-associated game for team competition, and explored the correlates between self-efficacy in Chinese word learning, competitive anxiety, collective self-esteem in gameplay and flow experience. A total of 206 valid data was collected from fifth-grade students. The results of the confirmatory factor analysis and…
Descriptors: Chinese, Self Efficacy, Self Esteem, Anxiety
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Ward, Jeffery Kurt; Hastie, Peter A.; Strunk, Kamden – Journal of Teaching in Physical Education, 2019
Purpose: The purpose of this study was to examine the impact of ability grouping on game performance and physical activity levels of elementary school students during an invasion game. Method: Forty-eight fifth-grade students (22 girls) participated in eight games of "Over the Line Ball." Four of these games saw students in…
Descriptors: Ability Grouping, Performance, Physical Activity Level, Physical Education
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Engerman, Jason A.; Carr-Chellman, Alison A.; MacAllan, Monique – Education and Information Technologies, 2019
This paper describes the findings of a phenomenological research study to uncover possible skills that boys learn through peer supported activities using Commercial Off-The-Shelf (COTS) video games. By drawing on a cultural-historical activity theory (CHAT) conceptual framework and prioritizing student voice, this study found that boys engaged in…
Descriptors: Academic Achievement, Phenomenology, Video Games, Males
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Kapralova, Julia Vladimirovna; Moskaleva, Lada Alekseevna; Byiyk, Iana Arthurovna – International Journal of Higher Education, 2019
The article deals with the traditional game approaches that have well recommended themselves at the lessons of the Russian language, and their potential and ways of modifying into a single game space of the lesson is being discussed. Basing on personal experience, the authors of the article present the possibilities of organizing a Russian…
Descriptors: Russian, Second Language Learning, Game Based Learning, Active Learning
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Ogunkola, Babalola; Knight, Carlos – Journal of Educational Research, 2019
The authors investigated the effects of a technical drawing course, video games, gender, and type of school on the spatial ability (spatial visualization and orientation) of secondary school students in Barbados. A total of 420 students (269 boys; 151 girls) from nine government schools within Category 3 and Category 4 were sampled. A four-way…
Descriptors: Drafting, Art Education, Video Games, Secondary Schools
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Edwards, Georgina – Journal of Philosophy of Education, 2019
Wittgenstein explores learning through practice in the "Philosophical Investigations" by means of an extended analogy with games. However, does this concern with learning also necessarily extend to "education," in our institutional understanding of the word? While Wittgenstein's examples of language learning and use are always…
Descriptors: Educational Philosophy, Comparative Analysis, Games, Learning Processes
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Conrad, Colin; Bliemel, Michael; Ali-Hassan, Hossam – Journal of Information Systems Education, 2019
The expansion of technical concepts into everyday business practices suggests a need for effectively teaching difficult subjects to non-technical users. This paper describes hands-on analogy, an innovative method for teaching technically difficult concepts using interactive, experiential learning activities and a gamified exercise. We demonstrate…
Descriptors: Experiential Learning, Business Administration Education, Data Processing, Logical Thinking
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Gümüsdag, Hayrettin – Universal Journal of Educational Research, 2019
Motor skills are considered important for children's physical, social, and psychological development. Pre-school age seems to be decisive for the development of motor skills. Our study's aim was to investigate the effect of 12 weeks game education on the motor development of pre-school children aged 4 to 6 years. In the research, experimental…
Descriptors: Foreign Countries, Preschool Children, Play, Motor Development
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Buchholz, Beth A. – Journal of Literacy Research, 2019
Using data from a 4-year longitudinal ethnography, this study moves from a classroom to the playground to examine a multiage community engaged in a deeply revered playground game with a history stretching back nearly a decade. Mediated discourse analysis is leveraged to examine the game's historical nexus of practice, rooted in embodied and oral…
Descriptors: Playgrounds, Games, Discourse Analysis, Guides
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Yansen, Dedi; Putri, Ratu Ilma Indra; Zulkardi; Fatimah, Siti – Journal on Mathematics Education, 2019
This study aims to generate the valid and practical PISA-like mathematics problems on uncertainty and data using the football game context of Asian Games. It also aims to see the potential effects of the problems towards the high school students' mathematical ability. This study used a design research methodology with the type of development study…
Descriptors: Numeracy, Mathematics Instruction, Games, Team Sports
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Zulfiqar, Salman; Sarwar, Binesh; Aziz, Saira; Ejaz Chandia, Khurram; Khan, Muhammad Kaleem – Journal of Educational Computing Research, 2019
Although research on entrepreneurial attitude and intention has received so much attention from scholars, only few studies have investigated the effect of value, usefulness, and pleasure associated with business simulation games, and how these values affect students' attitude and intention toward entrepreneurial activities. In this study,…
Descriptors: Business Administration Education, Simulation, Educational Games, Student Attitudes
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