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Yousuf, Mustafa S.; Harvey, Heather Lea; Parahoo, Sanjai K.; Ziadeh, Basil Shawkat; Kilani, Muna; Al-Kamil, Eman – International Journal of Child Care and Education Policy, 2021
The proliferation of electronic content and limited exposure of children to books in Jordan has made both parents and health-care providers more concerned about healthy child development. This research aimed to determine if pediatric primary prevention programs were helpful in reducing screen-time and improving reading habits of children in…
Descriptors: Prevention, Program Effectiveness, Pediatrics, Parent Education
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Bureekhampun, Suthasini; Techakarnjanakij, Kittikorn; Supavarasuwat, Piya – International Journal of Instruction, 2021
The objectives of the research were to investigate a creative learning promotion activity package for 30 Thai seven-year-old, first-grade school students. Secondly, to design a creative learning promotion activity package, followed by an assessment of the creative learning development process from a series of creative learning promotion…
Descriptors: Young Children, Grade 1, Elementary School Students, Creativity
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Karnes, Jennifer; Barwasser, Anne; Grünke, Matthias – Insights into Learning Disabilities, 2021
There is a significant need for easy-to-implement interventions in the early grades, especially in mathematics, as many children have difficulties in their first years of school with automated basic math facts recall and, therefore, fall behind. Automation of single-digit multiplication tasks represents an important developmental step, as it can…
Descriptors: Elementary School Students, Mathematics Instruction, Multiplication, Mathematics Skills
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Asigigan, Sera Iyona; Samur, Yavuz – International Journal of Education in Mathematics, Science and Technology, 2021
The aim of this research is to examine the effect of gamified STEM activities on 3rd and 4th grade students' intrinsic motivation, perception of problem-solving skills, and critical thinking disposition. In this mixed method study, problem solving skills perception scale, critical thinking disposition instrument and intrinsic motivation inventory…
Descriptors: Game Based Learning, STEM Education, Student Motivation, Critical Thinking
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Layne, Todd; Yli-Piipari, Sami; Knox, Tony – Education 3-13, 2021
The study examined the effectiveness of a 4-week classroom-based, technology-assisted physical activity break program on elementary students' reaction time, response inhibition control, and mathematics performance. Participants included 40 (8-9-year-old) elementary school students located in the mid-south United States (US) who were…
Descriptors: Physical Activities, Recess Breaks, Class Activities, Elementary School Students
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Kok, Petrus Jacobus – African Journal of Research in Mathematics, Science and Technology Education, 2021
Over several years, first-year pre-service education students regularly experienced difficulty with engineering graphics activities. Research has already established that these activities require the use of well-developed spatial visualisation which is, for the most part, determined by a persons' spatial experience. The importance of this study…
Descriptors: Preservice Teachers, College Freshmen, Late Adolescents, Correlation
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Arredondo-Trapero, Florina Guadalupe; Vázquez-Parra, José Carlos; González-Martínez, Martín De Jesús – On the Horizon, 2021
Purpose: The aim of this study is to analyse teachers' perceptions of information and communication technologies (ICT) and the effect they have on their students, comparing male and female teachers in rural and urban areas of Mexico. Design/methodology/approach: This is a quantitative study with a validated questionnaire that records the…
Descriptors: Foreign Countries, Teacher Attitudes, Educational Technology, Technology Uses in Education
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Wernholm, Marina – Designs for Learning, 2021
The aim of this study is to investigate children's out-of-school learning in digital gaming communities. This was achieved by exploring girls' participation in Minecraft communities. Data were generated through interviews, video-recorded play sessions and video-stimulated recall. Multimodal interactional analysis was applied in order to analyze…
Descriptors: Informal Education, Computer Games, Females, Video Technology
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Forbes, Lisa K. – Journal of Teaching and Learning, 2021
Higher education faculty strive to adopt pedagogical approaches that generate student engagement, motivation, and quality learning experiences. The literature on play has much to offer higher education. However, playful pedagogy remains an uncommon approach in education and is often represented in the literature as a practice utilized for a…
Descriptors: Play, Game Based Learning, Graduate Students, Student Experience
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Plate, Rista C.; Shutts, Kristin; Cochrane, Aaron; Green, C. Shawn; Pollak, Seth D. – Developmental Psychology, 2021
Children have a powerful ability to track probabilistic information, but there are also situations in which young learners simply follow what another person says or does at the cost of obtaining rewards. This latter phenomenon, sometimes termed bias to trust in testimony, has primarily been studied in children preschool-age and younger, presumably…
Descriptors: Probability, Trust (Psychology), Preschool Children, Children
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Yen, Alex Chien Po; Deng, Huixin; Jin, Liyin – Early Child Development and Care, 2021
Frequent social comparisons can not only influence parents' well-being but also spill over to their children's development through intergenerational influences within the family. Using data from children and their parents, the current study shows that the higher parents' social comparison orientation is, the less their children are willing to…
Descriptors: Parent Attitudes, Games, Parent Child Relationship, Comparative Analysis
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Sayi, Aysin Kaplan; Sahin, Filiz – Pegem Journal of Education and Instruction, 2021
Internet and games can have some adverse effects if used unconsciously. Especially for gifted students, internet and games can be risky and result in addiction due to their cognitive and social characteristics. Since the game and internet addiction conduce to social problems as well. In this vein, the purpose of the study is to examine the…
Descriptors: Academically Gifted, Internet, Computer Games, Addictive Behavior
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Storm, Scott; Jones, Karis – English Teaching: Practice and Critique, 2021
Purpose: This paper aims to describe the critical literacies of high school students engaged in a youth participatory action research (YPAR) project focused on a roleplaying game, Dungeons and Dragons, in a queer-led afterschool space. The paper illustrates how youth critique and resist unjust societal norms while simultaneously envisioning queer…
Descriptors: High School Students, After School Programs, Role Playing, Social Bias
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Kozlowski, Karl F.; Lopata, Christopher; Donnelly, James P.; Thomeer, Marcus L.; Rodgers, Jonathan D.; Seymour, Clancy – Research Quarterly for Exercise and Sport, 2021
Purpose: Children with autism spectrum disorder (ASD) without intellectual disability (ID) exhibit social and motor impairments and circumscribed interests/behaviors that contribute to lower physical activity (PA) levels. Despite the need for exercise interventions for these children, there is a dearth of evidence-based treatments. This study…
Descriptors: Exercise, Physical Activity Level, Physical Fitness, Muscular Strength
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Ahmad, Faizan; Ahmed, Zeeshan; Muneeb, Sara – International Journal of Game-Based Learning, 2021
An improvement in cognitive performance through brain games play is implicit yet progressive. It is necessary to explore factors that potentially accelerate this improvement process. Like various other significant yet unexplored aspects, it is equally essential to establish a performative (fusion of accuracy and efficiency) insight about players'…
Descriptors: Game Based Learning, Brain, Cognitive Ability, Cognitive Processes
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