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Brom, Cyril; Stárková, Tereza; Bromová, Edita; Dechterenko, Filip – Journal of Educational Computing Research, 2019
Despite the increased interest in gamification approaches, there is a lack of comparative studies that shed light on the applicability of these approaches in educational contexts. In this explorative study, with an experimental design, university learners (N = 98) studied a complex process (i.e., how to brew beer) in a 2-hour-long computerized…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Simulation
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Sáez-López, José-Manuel; Sevillano-García, M. Luisa; Pascual-Sevillano, M. Ángeles – Comunicar: Media Education Research Journal, 2019
Augmented reality (AR) immersion enables virtual objects and real environments to coexist and encourage experimentation with phenomena that are not possible in the real world. Augmented reality is generating new opportunities for the development of ubiquity within educational environments. The objective of this study was to analyze the impact that…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Elementary School Students
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Chang, Seung Ho; Norris, Michael L.; Lee, Jihyun – Strategies: A Journal for Physical and Sport Educators, 2019
Jokgu is a Korean net sport and features both volleyball and soccer skills in a challenge skill and game format. Jokgu provides students with the opportunity to develop health and skill related physical fitness components such as eye-foot coordination, flexibility, the fundamental motor skill of kicking and juggling. In addition, students can…
Descriptors: Team Sports, Physical Education, Physical Fitness, Skill Development
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Finkel, Ed – Community College Journal, 2019
This article describes how community colleges have evolved from early computers to virtual campuses and beyond in just a few decades.
Descriptors: Community Colleges, Computer Uses in Education, Educational Technology, Educational History
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Maag, John W. – Beyond Behavior, 2019
Although the good behavior game (GBG) has a long empirical record for effectively decreasing inappropriate student behavior, there are fewer studies that have targeted improving appropriate behavior. This article describes why and how the GBG can be used by teachers across grade levels and situations to increase student appropriate behavior and…
Descriptors: Student Behavior, Behavior Modification, Contingency Management, Reinforcement
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Hu, Dehui; Chen, Kingston; Leak, Anne E.; Young, Nicholas T.; Santangelo, Brianna; Zwickl, Benjamin M.; Martin, Kelly Norris – Physical Review Physics Education Research, 2019
In order to support physics students in their future careers, there is a need to understand the relationship between undergraduate education and professional practice in physics-related fields. This study investigated high-level goal driven mathematical problem-solving activities that are found within two disciplinary cultures: physical science…
Descriptors: Mathematics Skills, Problem Solving, Physics, Science Careers
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Samur, Yavuz – Journal of Computer Assisted Learning, 2019
Learning letters is an important area of language learning, conducive to the beginning of reading and writing. Indeed, today's generation prefers to learn through digital games rather than through formal teaching processes. Inspired by this need, the researcher designed this study (a) to test the effectiveness of an instructional digital game,…
Descriptors: Teaching Methods, Kindergarten, Telecommunications, Handheld Devices
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Gbolahan Balogun, Wasiu – Anatomical Sciences Education, 2019
Anatomy education forms the foundation of a successful medical education. This has necessitated the development of innovative ideas to meet up with current realities. Despite these innovative ideas, there are challenges facing anatomy education, especially in sub-Saharan Africa. Problems such as inadequate teaching experts and outdated curricula…
Descriptors: Anatomy, Science Instruction, Teaching Methods, Educational Games
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Andzik, Natalie R.; Gist, Corinne M.; Smith, Elle E.; Xu, Menglin; Neef, Nancy A. – Journal of Effective Teaching in Higher Education, 2019
The use of competitive games to increase classroom engagement has become common practice among many teachers and university professors. However, it is unclear if using games, as an assessment tool, is a viable way to increase student performance. This study examined the effects of administering point-earning quizzes through a game-based system,…
Descriptors: Learner Engagement, Evaluation Methods, Video Games, Undergraduate Students
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Benzing, Valentin; Schmidt, Mirko; Jäger, Katja; Egger, Fabienne; Conzelmann, Achim; Roebers, Claudia M. – British Journal of Educational Psychology, 2019
Background: Given the strong relationship between executive functions and academic achievement, there has been great interest in improving executive functions. School-based group interventions targeting executive functions revealed encouraging results in preschoolers and young school children; however, there is a paucity of studies in older…
Descriptors: Executive Function, Academic Achievement, Intervention, Correlation
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Cushion, Christopher J.; Griffiths, Mark; Armour, Kathleen – Sport, Education and Society, 2019
Professional coach educators are key to the success of coach education and play a crucial role in developing coaching practice. However, coach education research remains remarkably coach centric with little attention paid to the coach educator or the broader role of the socio-cultural context that frames the learning process. Four professional…
Descriptors: Athletic Coaches, Games, Athletics, Physical Education
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Crittenden, William F.; Biel, Isabella K.; Lovely, William A., III – Journal of Marketing Education, 2019
Digital change is like a fast-moving tsunami, with the digitalization of many business practices creating new relationships between businesses and customers and altering the marketing landscape. We provide an overview of several of these emerging digital innovations and their evolving impact on marketing activities. It is imperative that college…
Descriptors: Innovation, Business, Marketing, College Students
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Garmen, Pablo; Rodríguez, Celestino; García-Redondo, Patricia; San-Pedro-Veledo, Juan-Carlos – Comunicar: Media Education Research Journal, 2019
Howard Gardner revolutionized the concept of intelligence with his Multiple Intelligences Theory. His vision was widely supported by the educational community, which considers different forms of learning and accessing knowledge. Despite its impact, there is still a lack of development of tools that can easily, practically and reliably evaluate…
Descriptors: Multiple Intelligences, Computer Software, Video Games, Intervention
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Foley, Elizabeth A.; Dozier, Claudia L.; Lessor, Amber L. – Journal of Applied Behavior Analysis, 2019
The Good Behavior Game (GBG) is an effective intervention package for decreasing disruptive behavior in various populations and environments. There is, however, limited research evaluating the GBG with preschoolers. Furthermore, few studies have evaluated the effects of components of the GBG, and of those that have, most have done so only after…
Descriptors: Educational Games, Student Behavior, Preschool Children, Classroom Techniques
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Sakibayev, Razakh; Sakibayev, Spartak; Sakibayeva, Bela – International Journal of Information and Communication Technology Education, 2019
This article is dedicated to the topic of discovering effective ways of developing students' programming abilities with the means of non-programming disciplines and activities. The authors argue that the process of educating students in programming becomes effective if students participates not only in programming lessons themselves, but also…
Descriptors: Programming, Extracurricular Activities, Mathematics Skills, College Students
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