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Hwa, Siew Pei – Educational Technology & Society, 2018
Technological applications, especially the use of multimedia courseware have become more common in today's education, stimulating innovative approaches in teaching and learning. With the growing interest of integrating information and communication technologies (ICTs) into learning and teaching, the use of multimedia technology and digital games…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
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Grogan, Kelly – Journal of Economic Education, 2018
Health insurance policy is a current topic of concern for the United States. The classroom game discussed here provides students with a thorough understanding of some of the policy options under debate, in addition to demonstrating the classic problem of adverse selection. Students received probabilities of encountering a variety of medical…
Descriptors: Health Insurance, Health Services, Costs, Risk
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Coles, Jane; Bryer, Theo – English in Education, 2018
In this article, we offer an account of a two-day workshop conducted with a group of postgraduate English and Drama student teachers, part of a larger AHRC-funded research project. Our focus is on reading and the reception of a canonical text, in this case Beowulf. We argue that taking a transmedia approach helps learners to think about the…
Descriptors: English Instruction, English Teachers, Workshops, Graduate Students
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Bahgat, Mohamed; Elsafty, Ashraf; Shaarawy, Ashraf; Said, Tamer – Journal of Education and Training Studies, 2018
Over the past decades, Learning & Development has become an area of growing interest and constant research. As a result, there is an abundance of studies and models that target the development of educators. However, the professional development of educators should be built on a comprehensive framework of research-based instructional strategies…
Descriptors: Models, Active Learning, Adult Students, Learning Theories
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Chiang, Feng-kuang; Qin, Lian – Interactive Learning Environments, 2018
This study examined the effects of students' construction of computer-based educational games, using Scratch, on their mathematical equation-solving performance and their attitudes towards learning mathematics with the assistance of technology. A one-group, pretest-posttest quasi-experimental study design, was adopted. A total of 89 seventh grade…
Descriptors: Pilot Projects, Foreign Countries, Grade 7, Educational Games
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Hally, Edmond; Randolph, Zachary – Journal on Excellence in College Teaching, 2018
With the success of simulations like "Reacting to the Past," role-playing games have seen increased usage in educational settings. This study examined the use of an original role-playing game in four political theory classes. It measured outcomes of student perception and success in regard to learning objectives asking students to…
Descriptors: Role Playing, Political Science, Simulation, Teaching Methods
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Worthington, Tracy Anne – Social Studies, 2018
The purpose of this article is to synthesize research on the benefits and use of games, role-plays, and simulations, whilst providing examples practicing teachers may wish to use in their classroom. Therefore, the article presents a discussion of key previous research on the use of games, role-plays, and simulations in secondary history…
Descriptors: Middle School Students, Student Centered Learning, Educational Games, Role Playing
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Prihadi, Kususanto; Cheow, Damien Z. Y.; Yong, Jonathan H. E.; Sundrasagran, Megaanesh – International Journal of Evaluation and Research in Education, 2018
This study aims to evaluate the effect of the frequency of playing a board game that simulates entrepreneurial experience called "Traders" on the university students' resilience and self-esteem. Traders Board Game (TBG) was developed in 2015 with an aim to improve several entrepreneurship skills among young adults, and resilience being…
Descriptors: Entrepreneurship, Games, Teaching Methods, College Students
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Read, Kirsten; James, Sarah; Weaver, Andrew – Journal of Early Childhood Research, 2018
This study examined the relationship between four common types of language play and their correlations with the verbal and social abilities of 3- to 5-year-old children. While observation has shown that children this age produce a range of play, research has not yet examined whether play is a measurable skill connected to preschoolers' language…
Descriptors: Interpersonal Competence, Play, Preschool Education, Educational Games
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Evans, Josie M. M.; Connelly, Jenni; Jepson, Ruth; Gray, Cindy; Shepherd, Ashley; Mackison, Dionne – Health Education Journal, 2018
Objective: A Bingo club was selected for the design and delivery of a health intervention (Well!Bingo) in order to engage with older women living in areas of socio-economic disadvantage. In the light of our experience, we discuss the significance of the setting in relation to a typology of health promotion settings. Design and Setting: The…
Descriptors: Foreign Countries, Physical Activities, Intervention, Games
Heller, Rafael – Phi Delta Kappan, 2018
Since 2003, nonprofit organization Common Sense Media has studied the ways in which kids are growing up in the digital age. In this interview, research director Michael Robb shares recent findings about the media habits of young children, tweens, and teens. While the news coverage of these issues tends to be hyperbolic and alarming, Robb explains,…
Descriptors: Children, Adolescents, Preadolescents, Computer Use
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Flynn, Rachel M.; Staiano, Amanda E.; Beyl, Robbie; Richert, Rebekah A.; Wartella, Ellen; Calvert, Sandra L. – Journal of School Health, 2018
Background: Youth in the United States have low levels of cardiorespiratory fitness, a risk factor for childhood obesity. Lower levels of physical fitness for black and Hispanic youth contribute to health disparities. In this feasibility study, we examined active video games (AVGs) as a tool to improve fitness and attitudes toward physical…
Descriptors: Physical Fitness, Obesity, Child Health, African Americans
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Rhoades, Jesse Lee; Hopper, Timothy Frank – Quest, 2018
This article explores Complexity Theory and applications of nonlinear dynamics in physical education (PE). The authors of this article discuss Complexity Theory and its applications to students and student learning. Additionally, there will be discussion of how the networking learning process associated with socio-coordinated mimicry creates a…
Descriptors: Physical Education, Learning Processes, Imitation, Movement Education
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Viswanathan, Shekar; Radhakrishnan, B. – International Journal of Game-Based Learning, 2018
A novel approach to teaching concepts using game design in the graduate sustainability and engineering management programs is illustrated. These student-built games tied to demonstrate the course learning outcomes (CLOs) were tested in a classroom environment. This pilot study's impact on student learning, motivation, creativity, engagement,…
Descriptors: Teaching Methods, Student Motivation, Creativity, Learner Engagement
Murray, Ian – ProQuest LLC, 2018
Vocabulary knowledge is considered fundamental to learning. However, students typically find learning scientific vocabulary quite difficult, and that is especially true for biology vocabulary. Games are well established as effective tools for vocabulary instruction. Multimedia instruction is likewise recognized as aiding vocabulary learning. To…
Descriptors: Vocabulary Development, Science Instruction, High School Students, Secondary School Science
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