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Regional Educational Laboratory Appalachia, 2021
This workbook is a companion to the "Community Math Night Facilitators' Toolkit. REL 2022-120" (ED615952), a comprehensive resource for elementary school educators to plan and implement a Community Math Night. A Community Math Night brings together educators, students, and their families to: (1) learn about, talk about, and have fun with…
Descriptors: Mathematics Activities, Mathematics Education, Mathematics Instruction, Elementary School Teachers
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Fotaris, Panagiotis; Mastoras, Theodoros; Leinfellner, Richard; Rosunally, Yasmine – Electronic Journal of e-Learning, 2016
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment…
Descriptors: Programming, Teaching Methods, Learner Engagement, Incentives
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Squire, Kurt D. – Performance Improvement Quarterly, 2013
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Educational Technology, Models, Video Games, Problem Solving
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Finco, Mateus David; Reategui, Eliseo; Zaro, Milton Antonio; Sheehan, Dwayne D.; Katz, Larry – International Journal of Game-Based Learning, 2015
With the novelty of exergames, an alternative form of entertainment and exercise emerged especially for physical education (PE). While video games have been historically associated to problems such as obesity, social introversion and aggressive behavior, exergames brought a new perspective in which these cultural artifacts could contribute to…
Descriptors: Physical Education, Student Motivation, Educational Games, Video Games
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Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory – International Journal of Game-Based Learning, 2015
The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…
Descriptors: Educational Games, Video Games, Teaching Methods, Educational Technology
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Beavis, Catherine; Muspratt, Sandy; Thompson, Roberta – Learning, Media and Technology, 2015
There is considerable enthusiasm in many quarters for the incorporation of digital games into the classroom, and the capacity of games to engage and challenge players, present complex representations and experiences, foster collaborative learning, and promote deep learning. But while there is increasing research documenting the progress and…
Descriptors: Foreign Countries, Computer Games, Elementary School Students, Secondary School Students
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Chee, Yam San; Mehrotra, Swati; Ong, Jing Chuan – Learning, Media and Technology, 2015
Teachers who attempt pedagogical innovation with authentic digital games face significant challenges because such games instantiate open systems of learner activity, inviting enquiry learning rather than knowledge acquisition. However, school environments are normatively sanctioned cultural spaces where direct instruction and high-stakes tests are…
Descriptors: Foreign Countries, Educational Games, Computer Games, Educational Practices
Snow, Erica L.; Allen, Laura K.; Jacovina, Matthew E.; McNamara, Danielle S. – Grantee Submission, 2015
When students exhibit control and employ a strategic plan of action over a situation they are said to be demonstrating agency (Bandura, 2001). The current work is comprised of two studies designed to investigate how agency manifests within students' choice patterns and ultimately influences self-explanation quality within the game-based system…
Descriptors: Performance, Decision Making, Video Games, Educational Games
Xu, Yongwen; Johnson, Philip M.; Lee, George E.; Moore, Carleton A.; Brewer, Robert S. – International Association for Development of the Information Society, 2014
Sustainability education and conservation have become an international imperative due to the rising cost of energy, increasing scarcity of natural resource and irresponsible environmental practices. This paper presents Makahiki, an open source serious game framework for sustainability, which implements an extensible framework for different…
Descriptors: Sustainability, Environmental Education, Conservation (Environment), Educational Games
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Watts, Gavin W.; Bryant, Diane Pedrotty; Roberts, Garrett J. – Journal of Emotional and Behavioral Disorders, 2020
Challenges with numerical proficiency at an early age can lead to substantial gaps in learning and are associated with detrimental long-term outcomes. In addition, students with emotional-behavioral disorders (EBD) can have some of the most challenging behavioral and academic needs to address. The purpose of this study was to identify the effects…
Descriptors: Tutoring, Emotional Disturbances, Behavior Disorders, Age Differences
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Kovács, Krisztina – International Dialogues on Education: Past and Present, 2020
The study commences with the introduction of the major Hungarian and international tendencies and the legal background of the inclusive education of children with special educational needs in Hungary, then it presents the strategies and tasks of kindergarten teachers in terms of the inclusive kindergarten education of intellectually disabled…
Descriptors: Foreign Countries, Early Childhood Education, Students with Disabilities, Inclusion
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Valentine, Andrew; Lowenhoff, Stephanie; Marinelli, Melissa; Male, Sally; Hassan, Ghulam Mubashar – European Journal of Engineering Education, 2020
Engineering professionals are expected to conduct their work in an ethical manner. However, students may receive limited instruction on ethics and demonstrate resistance to learning about ethics in practice, contributing to graduates being ill-prepared to face ethical dilemmas in the workplace. This study investigated the nascent learning by…
Descriptors: Ethics, Engineering Education, Workshops, Video Technology
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Pugliese, Cara E.; Ratto, Allison B.; Granader, Yael; Dudley, Katerina M.; Bowen, Amanda; Baker, Cynthia; Anthony, Laura Gutermuth – Autism: The International Journal of Research and Practice, 2020
Youth with autism spectrum disorder can face social-communication challenges related to sexuality, dating, and friendships. The purpose of this study was to assess the feasibility, acceptability, and preliminary efficacy of the Supporting Teens with Autism on Relationships program. In total, 84 youth with autism spectrum disorder aged 9 to 18 and…
Descriptors: Autism, Pervasive Developmental Disorders, Sex Education, Curriculum
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Isik, Meltem; Zorba, Erdal – International Journal of Developmental Disabilities, 2020
Objective: The effects of hemsball game skills development program on the motor proficiency level of children in the 12-16 age group with mild and moderate intellectual disabilities (ID) have been examined in this study. Method: A total of 50 (25 experimental group +25 control group) students, 23 of which had mild intellectual disabilities (ID)…
Descriptors: Comparative Analysis, Mild Intellectual Disability, Psychomotor Skills, Skill Development
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Lynn, Ethan M. – English Teaching Forum, 2020
Ethan Lynn, the author of the article, describes three sets of oral reading activities he developed for his English as a Second Language students. Each set focuses on one of the three types of fluency: word-, sentence-, and passage-level. The word-level fluency activities are best employed as part of the pre-reading phase of a reading activity.…
Descriptors: Student Motivation, Oral Reading, Reading Fluency, Reading Instruction
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