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Howell, Emily – Reading Teacher, 2017
This teaching tip gives teachers practical applications of the game Pokémon GO for literacy teaching and learning. The author discusses applications of the game for teaching multimodality in upper elementary-school classrooms. The author situates these applications in relevant theoretical perspectives as well as current literacy research.
Descriptors: Teaching Methods, Games, Computer Oriented Programs, Handheld Devices
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Buller, Ryan – portal: Libraries and the Academy, 2017
This paper will outline the process and discussions undertaken at the University of Denver's University Libraries to implement a lending service providing video game consoles. Faculty and staff at the University Libraries decided to pursue the new lending service, though not a traditional library offering, to support the needs of a video game…
Descriptors: College Libraries, Library Services, Video Games, Program Implementation
Gee, James Paul – Educational Technology, 2017
This article discusses video games as "attractors" to "affinity spaces." It argues that affinity spaces are key sites today where people teach and learn 21st Century skills. While affinity spaces are proliferating on the Internet as interest-and-passion-driven sites devoted to a common set of endeavors, they are not new, just…
Descriptors: Video Games, Informal Education, Educational Environment, Space Utilization
Hammer, Jessica; Davidson, Drew – Educational Technology, 2017
Culture can be understood as systems that produce and reproduce meaning, or as stable sets of meanings within a community. The authors illustrate how educational games produce and reproduce meaning, both related to the content being addressed and about the educational process itself. Educational games also rely on shared meanings and norms, which…
Descriptors: Educational Games, Alignment (Education), Cultural Education, Values Education
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Yoshimura, Christina G. – Communication Teacher, 2017
Courses: Communication and Conflict. Objectives: Through the use of a game-based framework, students will build intrinsic motivation to engage with course material and course content, and will engage their critical-thinking, problem-solving, and communication skills in relation to conflict management over the length of the course. A list of…
Descriptors: Educational Games, Conflict, Student Motivation, Critical Thinking
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American Journal of Play, 2017
Jon-Paul C. Dyson is vice president for exhibits and director of the International Center for the History of Electronic Games (ICHEG) at The Strong. Trained as a cultural and intellectual historian, he joined The Strong in 1998 and has worked on and supervised the development of dozens of exhibits on play and video games. He initiated the museum's…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Play
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Orosi, Greg – International Journal of Mathematical Education in Science and Technology, 2017
In this paper, we derive the result of the classical gambler's ruin problem using elementary linear algebra. Moreover, the pedagogical advantage of the derivation is briefly discussed.
Descriptors: Algebra, Problem Solving, Elementary School Mathematics, Probability
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Dudareva, Marianna A.; Milovanova, Irina S.; Anisina, Yulia V.; Shorkina, Elena N. – Journal of Social Studies Education Research, 2017
The article dwells upon the problem scarcely investigated in literary studies: a folklore tradition in O. Mandelstam's poetry. The researchers studied manifestation of mythological tradition in the poet's artistic world and revealed different archetypal models but they paid no attention to folklore elements. Only folklorists and ethnographers,…
Descriptors: Folk Culture, Poetry, Scientific Research, Ethnography
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Sanchez, Eric; Monod-Ansaldi, Réjane; Vincent, Caroline; Safadi-Katouzian, Sina – Education and Information Technologies, 2017
This paper draws on an empirical work dedicated to discussing a theoretical model for design-based research. The context of our study is a research project for the design, the implementation and the analysis of Insectophagia, a digital role-play game implemented in secondary schools. The model presented in this paper aims at conceptualizing…
Descriptors: Role Playing, Computer Games, Secondary School Students, Instructional Innovation
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Sajjadi, Pejman; Vlieghe, Joachim; De Troyer, Olga – Electronic Journal of e-Learning, 2017
A large body of research work demonstrates the importance and effectiveness of adapting a learning game to its players. This process is driven by understanding the differences between individuals in terms of abilities and preferences. One of the rather interesting but least explored approaches for understanding individual differences among…
Descriptors: Design, Multiple Intelligences, Preferences, Learning Modalities
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Vedder-Weiss, Dana – Journal of Research in Science Teaching, 2017
While opportunities for spontaneous, undesigned, serendipitous science engagement (SSE) are abundant and evidence regarding its affordances is accumulating, little is known about its nature. In this paper, I present a model defining and identifying SSE, which consists of a personal and a contextual continuum. To explore the nature of family SSE, I…
Descriptors: Science Achievement, Ethnography, Science Education, Discovery Processes
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de Castro-Santos, Amable; Fajardo, Waldo; Molina-Solana, Miguel – International Association for Development of the Information Society, 2017
Our students taking the Artificial Intelligence and Knowledge Engineering courses often encounter a large number of problems to solve which are not directly related to the subject to be learned. To solve this problem, we have developed a game based e-learning system. The elected game, that has been implemented as an e-learning system, allows to…
Descriptors: Electronic Learning, Educational Games, Artificial Intelligence, Computer Science Education
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Miwa, Kazuhisa; Terai, Hitoshi; Mizuno, Yosuke – International Association for Development of the Information Society, 2017
Cognitive load theory (CLT) distinguishes three types of cognitive loads: intrinsic, extraneous, and germane, of which the latter is generally imposed in learning activities. To examine the nature of germane cognitive load, the participants engaged in 8-by-8 Reversi games against computerized opponents. The experimental results indicated that…
Descriptors: Cognitive Processes, Difficulty Level, Computer Games, Pretests Posttests
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Chad Littlefield; Heather Toomey Zimmerman – International Journal of Designs for Learning, 2017
This paper explores the development of "We! Connect Cards," a card-based learning tool intended to support interpersonal relationships across various workplace and learning settings. The designed artifact is a card deck containing 60 cards with a question on the front and an action on the back. We discuss the development process of…
Descriptors: Educational Games, Work Experience Programs, Teamwork, Interpersonal Relationship
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Räisänen, Teppo; Ypsilanti, Antonia; Ropes, Don; Vivas, Ana B.; Viitala, Matti; Ijäs, Tuula – Education and Information Technologies, 2014
Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder…
Descriptors: Intergenerational Programs, Aging (Individuals), Labor Force Development, Information Technology
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