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Abrams, Sandra Schamroth; Rowsell, Jennifer – Reading Teacher, 2017
Digital literacies play a foundational role in the rhythm and pattern of our lives, yet debates continue about how to harness them for educational purposes. In an effort to humanize digital literacies, this column provides a venue for research and practical applications that depict technology use as part of the fabric of being human. This…
Descriptors: Technological Literacy, Computer Games, Teaching Methods, Emotional Experience
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de Castell, Suzanne; Larios, Hector; Jenson, Jennifer – International Association for Development of the Information Society, 2017
We report here a study of spatial learning and action videogame play based on Feng et al.'s (2007) finding that 10 hours spent playing an action videogame significantly improved selective attention and mental rotation. Students with above-average scores on measures of spatial abilities, such as mental rotation, prove more successful in Science,…
Descriptors: Video Games, Spatial Ability, Attention, Gender Differences
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Subrahmanyam, Kaveri; Renukarya, Bhavya – Educational Psychologist, 2015
Digital games and gamelike contexts have become an integral part of young people's lives, and scholars have speculated about their potential to engage and enhance children's learning. Given that digital games are complex systems, we propose that different aspects of game features and game play might influence learning in different ways. Drawing on…
Descriptors: Video Games, Computer Games, Teaching Methods, Influences
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Mayer, Richard E. – Educational Psychologist, 2015
Computer games for learning (also called video games or digital games) have potential to improve education. This is the intriguing idea that motivates this special issue of the "Educational Psychologist" on "Psychological Perspectives on Digital Games and Learning." Computer games for learning are games delivered via computer…
Descriptors: Computer Games, Video Games, Educational Technology, Educational Psychology
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Siegle, Del – Gifted Child Today, 2015
Video games can provide cognitive, motivational, emotional, and social benefits to students when properly implemented in the classroom. Teachers who are well versed in their curriculum can use games to differentiate instruction for gifted and talented students. This article discusses the benefits of gaming in education settings and provides…
Descriptors: Video Games, Educational Technology, Student Motivation, Individualized Instruction
Ritson, Darren J. – ProQuest LLC, 2019
A traditional mode of Earth Science instruction in public day high schools for students with severe emotional behavioral disorders (EBD) is teacher-delivered lectures supported with paper-based laboratory exercises. These laboratory experiences are often presented through worksheet problems that students are asked to solve and return to the…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, High School Students
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Jayman, Michelle; Ventouris, Annita – Educational & Child Psychology, 2020
Aim(s): Play contributes uniquely to effective learning and the development of children's socio-emotional skills. This study investigated "Book of Beasties": A school-based, socio-emotional intervention centred around a card game which aims to improve children's emotional literacy and wellbeing through playful learning. Exploratory…
Descriptors: Educational Games, Wellness, Elementary School Students, Foreign Countries
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Chou, Chien-Chih; Chen, Kuan-Chou; Huang, Mei-Yao; Tu, Hsin-Yu; Huang, Chung-Ju – Journal of Teaching in Physical Education, 2020
Purpose: This study determines the effect of movement games on executive function among overweight children. Methods: Forty-four overweight children received an intervention of movement games, and 40 overweight children participated in original physical education lessons. An intervention of movement games was conducted three times a week for 8…
Descriptors: Movement Education, Games, Executive Function, Obesity
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Markey, Patrick M.; Ferguson, Christopher J.; Hopkins, Lauren I. – American Journal of Play, 2020
Whether kids should be encouraged to play video games remains a topic of debate among many parents, who often entertain some of the myths associated with video game play. The authors review the latest scientific evidence to dispel worries that video game play contributes to obesity, desensitizes players to real-world violence, and causes…
Descriptors: Video Games, Educational Benefits, Interpersonal Competence, Visual Perception
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Kesuma, Ameliasari Tauresia; Harun; Putranta, Himawan; Mailool, Jefri; Kistoro, Hanif Cahyo Adi – European Journal of Educational Research, 2020
The constraints of history learning in the Indonesia curriculum are the weekly time is only one hour of lessons and the material is quite dense, if delivered with an explanation and discussion the time is not enough. Therefore, it was sought how to get all material delivered and students not bored. Learning this model is done to condition students…
Descriptors: History Instruction, High School Students, Teaching Methods, Student Centered Learning
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Olakanmi, Oluwabunmi Adewoyin; Akcayir, Gokce; Ishola, Oluwbukola Mayowa; Demmans Epp, Carrie – Educational Technology Research and Development, 2020
Recent reports suggest an increase in the number of individuals with cognitive and developmental disabilities. To ensure equal opportunities for these learners, special education practices must be appropriately improved and scaled. Educational and assistive technologies are a possible avenue for meeting this need. To provide insight into recent…
Descriptors: Technology Uses in Education, Special Education, Educational Practices, Educational Trends
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Martindale, Rowan C.; Weiss, Anna M. – Journal of Geoscience Education, 2020
Incorporating games in teaching can help students retain material and become innovative problem solvers through engagement and enjoyment. Here we describe a new board game, "Taphonomy: Dead and Fossilized," and its use as an active learning tool (material available at doi: 10.18738/T8/NQV2CU). The educational objective is to teach the…
Descriptors: Educational Games, Science Education, Paleontology, Undergraduate Students
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Çagir, Sibel; Oruç, Sahin – Participatory Educational Research, 2020
In the Social Studies lesson, the impacts of using intelligence and mind games on academic achievement and students' attitudes towards Social Studies lesson were examined for the teaching of the concepts in the 6th grade Effective Citizenship Learning Area. In the study, semi-experimental pattern with pre-test-post-test, experimental-control group…
Descriptors: Intelligence, Concept Teaching, Social Studies, Academic Achievement
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Teichert, Laura – Journal of Early Childhood Literacy, 2020
The literature on infant and toddler screen time has been built on two traditions--cognitive models of learning and sociocultural models of learning. Cognitive studies have cautioned against the use of screen time for young children because clinical research has not shown children can learn as effectively from screens as they do from human…
Descriptors: Mass Media Use, Television Viewing, Computer Games, Recreational Activities
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Murciano-Calles, Javier – Journal of Chemical Education, 2020
Novel assessment tools are more often used in class especially after the Bologna Process (Pereira, D.; Flores, M. A.; Niklasson, I. Assess. "Eval. Higher Educ." 2016, 41, (7), 1008-1032, DOI: 10.1080/02602938.2015.1055233) in Europe. "Kahoot" has emerged as an attractive and interactive gaming platform, and considerable…
Descriptors: Science Instruction, College Science, Undergraduate Students, Interdisciplinary Approach
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