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Marek, Michael W. – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This article proposes a Standard Model of CALL, i.e., a compilation of fundamental theories and practices that should always be considered when creating an instructional design for the Computer Assisted Language Learning (CALL). This proposed model is inspired by the standard model of physics which is the widely accepted understanding about how…
Descriptors: Instructional Design, Second Language Instruction, English (Second Language), Second Language Learning
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Jerlström, Charlotta; Adolfsson, Annsofie – Journal of School Nursing, 2020
The aim of the study was to evaluate if an intervention including theater in school sex education affects students' knowledge, attitudes, and behavior regarding condom use in Sweden. The study was a cluster randomized controlled trial. The intervention group got a play, value exercises, chlamydia games, condom school, and interactive replay with…
Descriptors: Prevention, Sexually Transmitted Diseases, Intervention, Sexuality
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Zhong, Baichang; Xia, Liying – International Journal of Science and Mathematics Education, 2020
By providing students with a highly interactive and hands-on learning experience, robotics promises to inspire a new generation of mathematical learning. This paper aims to review the empirical evidence on the application of robotics in mathematics education and to define future research perspectives of robot-assisted mathematics education. After…
Descriptors: Robotics, Technology Uses in Education, Mathematics Education, Educational Benefits
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Wood, Susannah M.; Szymanski, Antonia – Gifted Child Today, 2020
Gifted adolescents may identify as "gamers" who create avatars to navigate video games and cell phone apps. Avatars provide a unique venue through which gifted teens can explore the issues of self and identity in a critical time of their development. The purpose of this article is to (a) provide an overview of what avatars are, (b)…
Descriptors: Video Games, Self Concept, Telecommunications, Handheld Devices
Denvir, Catrina, Ed. – Cambridge University Press, 2020
Over the last decade, cost pressures, technology, automation, globalisation, de-regulation, and changing client relationships have transformed the practice of law, but legal education has been slow to respond. Deciding what learning objectives a law degree ought to prioritise, and how to best strike the balance between vocational and academic…
Descriptors: Legal Education (Professions), Educational Development, Job Skills, Skill Development
Corwin, Zoë B.; Maruco, Tattiya; Rocha, Christine; Romero-Morales, Maria – Pullias Center for Higher Education, 2020
Over the last decade, practitioners in college access and success fields have responded to a rapidly evolving digital landscape by incorporating technology into outreach and service. Researchers have responded by turning attention to technology use, digital literacy, and specific technology tools, such as Massive Open Online Courses (MOOCs) and…
Descriptors: Educational Technology, Technology Uses in Education, Student Financial Aid, High School Students
Picton, Irene; Clark, Christina; Judge, Tim – National Literacy Trust, 2020
Video games are a significant cultural and creative force, often involving a number of art forms, including narrative, design and audio composition. They have been the subject of a large-scale exhibition at the Victoria and Albert museums in London and Dundee, while the British Games Institute (BGI) was set up to support video game culture in…
Descriptors: Video Games, Adolescents, Preadolescents, Foreign Countries
Morrison, Jennifer R.; Risman, Kelsey L.; Reilly, Joseph; Eisinger, Jane M. – Center for Research and Reform in Education, 2020
The purpose of the present study was to gather data regarding the implementation of Prodigy in elementary schools in a mid-sized school district in the southern United States. Prodigy is a free, adaptive mathematics game provided by Prodigy Education. The program integrates curriculum-aligned mathematics content (Grades 1-8) in a game-based…
Descriptors: Mathematics Education, Mathematics Instruction, Supplementary Education, Remedial Mathematics
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Cross, Emma; Mould, David; Smith, Robert – New Review of Academic Librarianship, 2015
The rise of game development and game studies on university campuses prompts academic libraries to consider how to support teaching and research in this area. This article examines current issues and challenges in the development of game collections at academic libraries. The gaming ecosystem has become more complex and libraries may need to move…
Descriptors: Academic Libraries, Library Materials, Video Games, Educational Games
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Waddington, David I. – Educational Theory, 2015
Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of "Fate of the World," a climate change simulation game, David Waddington addresses these concerns through a…
Descriptors: Video Games, Simulation, Educational Games, Educational Technology
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Agudo, J. Enrique; Rico, Mercedes; Sánchez, Héctor – Digital Education Review, 2015
Based on the assumption that educational software addressing Primary school learners must comprise a set of features to encourage children's creativity and development, the appropriate design of second language hypermedia adaptive games for Primary School children can pose a wide range of challenges both for the language teacher and computer…
Descriptors: Foreign Countries, Preschool Education, Hypermedia, Web Based Instruction
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Culp, Katherine McMillan; Martin, Wendy; Clements, Margaret; Lewis Presser, Ashley – Technology, Knowledge and Learning, 2015
Rigorous studies of the impact of digital games on student learning remain relatively rare, as do studies of games as supports for learning difficult, core curricular concepts in the context of normal classroom practices. This study uses a blocked, cluster randomized controlled trial design to test the impact of a digital game, played as homework…
Descriptors: Middle School Students, Computer Games, Educational Games, Intervention
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de la Guía, Elena; Lozano, María D.; Penichet, Víctor M. R. – British Journal of Educational Technology, 2015
Children with attention deficit hyperactivity disorder (ADHD) experience behavioural and learning problems at home and at school, as well as a lack of self-control in their lives. We can take advantage of the evolution of new technologies to develop applications with the aim of enhancing and stimulating the learning process of children with ADHD.…
Descriptors: Attention Deficit Hyperactivity Disorder, Learning Processes, Educational Games, Computer Games
Swanson, Dewey; Gusev, Dmitri A. – Association Supporting Computer Users in Education, 2015
The Computer Information and Technology Department (CIT) program of Purdue University is offered at our regional campus in Columbus, Indiana. Like many programs throughout the country, we face issues in recruiting new students. Over the last seven to eight years, we have faced declining enrollment, even as our main campus at West Lafayette saw…
Descriptors: Educational Games, Student Motivation, Information Technology, Summer Programs
Holmes, Venita – Houston Independent School District, 2015
During the 2014-2015 academic year, 1,148 students registered and 820 elementary, middle, and high-school students played the New Digital Energy Game (NDE) game in the Houston Independent School District (HISD). The NDE game was designed to enrich students' science experiences in order to stimulate their interests and attitudes to pursue science…
Descriptors: Educational Games, Elementary School Students, Middle School Students, High School Students
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