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Sawaya, Helen; McGonigle-Chalmers, Maggie; Kusel, Iain – International Journal of Developmental Disabilities, 2021
Objectives: The aim of the study is to distinguish between perceptuomotor and cognitive inflexibility as the source of set-switching difficulties in children with autism spectrum disorder (ASD). Methods: Seventeen adolescents with ASD and 17 neurotypical controls were presented with a computerized sequencing game using colored shapes. The sequence…
Descriptors: Autism, Pervasive Developmental Disorders, Adolescents, Perceptual Motor Learning
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Dowdall, Shane; Hlobaz, Artur; Milczarski, Piotr; O'Reilly, Derek; Podlaski, Krzysztof; Stawska, Zofia – Informatics in Education, 2021
The development of communication and other soft skills among computer science students is not usually an easy task. Often, curricula focus on technical skills, with team projects being used for the improvement of communication skills. However, these teams usually comprise solely of computer science students. In this paper, we present a didactical…
Descriptors: Foreign Countries, Computer Science Education, Soft Skills, Skill Development
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Mahaffey, Angela L. – Advances in Physiology Education, 2021
This article provides a qualitative examination of student responses to an enjoyable online experience illustrating structure-function relationships of chemical messengers (neurotransmitters) in the human nervous system via text messaging emojis (often employed during mobile phone messaging). The "N.A.M.E." (Neurotransmitters as…
Descriptors: Student Attitudes, Teaching Methods, Brain Hemisphere Functions, Biochemistry
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Tavares, Rita; Marques Vieira, Rui; Pedro, Luís – Education Sciences, 2021
This paper reports research work related to a wider study, aimed at developing a mobile app for Science Education in primary-school. Several studies reveal that Science Education can be improved by using technology, namely educational software. However, to promote a structured use of technology, innovative learning approaches must be designed for…
Descriptors: Science Education, Educational Technology, Telecommunications, Handheld Devices
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Shahrokni, Seyed Abdollah – TESL-EJ, 2021
This ethnographic case study aims to examine second language socialization (SLS) in a massively multiplayer online game (MMOG) called Stronghold Kingdoms (SK). To explore the affordances of this community for SLS, the social dynamics in a Faction community during 4 life-time periods, namely, war, post-war peace and life in exile, end of the world,…
Descriptors: Ethnography, Computer Games, Second Language Learning, Second Language Instruction
Terry, Marion; Malik, Amjad; Anju, Sajeera – Online Submission, 2021
Due to concerns expressed by high school counsellors, Dr. Malik and Dr. Terry developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as final marks) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions about social relations,…
Descriptors: Foreign Countries, Academic Achievement, Grades (Scholastic), Video Games
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Gustave Weltsek – International Journal of Designs for Learning, 2021
Z402 Youth Theatre Tour was designed from a critical performative pedagogical positioning (Weltsek, 2019). Here learning emerges from how individuals and communities perform their emergent identities as they cross literal and metaphorical socio-cultural borders. Z402 resulted in a 100% student created new play, parallel workshop, and study guide.…
Descriptors: Pandemics, COVID-19, Theater Arts, Self Concept
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Inchamnan, Wilawan – IAFOR Journal of Education, 2016
This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL). A behavior analysis for measuring the creative potential of computer game activities and learning…
Descriptors: Computer Games, Learning Activities, Science Process Skills, Check Lists
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Kooiman, Brian J.; Sheehan, Dwayne P.; Wesolek, Michael; Reategui, Eliseo – International Journal of Distance Education Technologies, 2016
For many the thought of students taking an online course conjures up images of students sitting at a computer desk. Students taking online physical education (OLPE) at home may lack opportunities for competitive or cooperative physical activity that are available to students in a traditional setting. Active video games (exergames) can be played…
Descriptors: Physical Education, Online Courses, Physical Activity Level, Video Games
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Chen, Hong-Ren; Lin, You-Shiuan – Technology, Pedagogy and Education, 2016
By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students' learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of…
Descriptors: Educational Games, Computer Games, Poetry, Junior High School Students
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Barlow, Tim; Fleming, Barry – Teaching Science, 2016
"Blended" and "flipped" pedagogies are becoming more common features of classrooms as the technological revolution continues. While the appropriate use of technology in the learning environment can serve to motivate some students, significant problems surrounding student motivation and engagement remain. As such, the…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Hudson, Matthew – Online Submission, 2016
Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…
Descriptors: Ethnography, Well Being, Social Influences, Self Esteem
Haddad, Vanessa L. – ProQuest LLC, 2016
Video games have become an integral part of the day to day lives of many people across gender, race, and age in the United States. They have become particularly important in the college student population, with nearly two thirds of all college students playing on a regular basis (Lee, 2003). While much of the scholarly research in this area…
Descriptors: Males, College Students, Higher Education, Video Games
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Qian, Meihua; Clark, Karen – AERA Online Paper Repository, 2016
Both 21st century skills and game-based learning have been gaining an enormous amount of attention from researchers and practitioners. While some researchers are trying to develop educational games in hopes of promoting students' 21st century skill development in schools, little has been understood regarding the positive impact of games on…
Descriptors: Game Based Learning, 21st Century Skills, Learning Theories, Skill Development
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Schrier, Karen – Journal of Community Engagement and Higher Education, 2018
Video games are starting to be used to support civic learning and engagement. Moreover, games are being used to crowdsource solutions to real-world problems; however, few of these games address civic problems and engage adolescents and young adults. In this paper, I explore designing and using games for real-world civic problem-solving, as well as…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Citizenship Education
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