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Demir Kaçan, Sibel – Journal of Education and Practice, 2015
This study was conducted with the participation of 21 pre-service science teachers attending the faculty of education of a university in Turkey. The study aims to evaluate pre-service science teachers' science games and science toy designs in terms of scientific creativity. Participants were given a four-week period to design science games or…
Descriptors: Foreign Countries, Preservice Teachers, Biology, Science Instruction
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Alaswad, Zina; Nadolny, Larysa – Journal of Educational Technology Systems, 2015
The use of games and game structures in educational contexts is growing in popularity. An increasing number of technologies have been developed to meet the needs of designing a course as a game. This article discussed the design process in game-based learning and reviewed the research on structuring a course with a focus on feedback, goals, and…
Descriptors: Instructional Design, Educational Games, Technology Integration, Best Practices
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Abrams, Sandra Schamroth; Russo, Michael P. – Journal of Adolescent & Adult Literacy, 2015
This article explores how adolescents layer literacies in and outside school. Findings from a longitudinal study of gaming in a public library, as well as data related to the use of Portal 2 in a New York City middle school classroom, reveal how the students created, showcased, analyzed, and experimented with online and offline artifacts and…
Descriptors: Adolescents, Middle School Students, Multiple Literacies, Games
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Arnab, Sylvester; Lim, Theodore; Carvalho, Maira B.; Bellotti, Francesco; de Freitas, Sara; Louchart, Sandy; Suttie, Neil; Berta, Riccardo; De Gloria, Alessandro – British Journal of Educational Technology, 2015
Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the Games and Learning Alliance (http://www.galanoe.eu) European Network of Excellence on Serious Games,…
Descriptors: Teaching Methods, Educational Games, Design, Models
Erica L. Snow; Maria Ofelia Z. San Pedro; Matthew Jacovina; Danielle S. McNamara; Ryan S. Baker – Grantee Submission, 2015
This study investigates how we can effectively predict what type of game a user will choose within the game-based environment iSTART-2. Seventy-seven college students interacted freely with the system for approximately 2 hours. Two models (a baseline and a full model) are compared that include as features the type of games played, previous game…
Descriptors: Game Based Learning, Decision Making, Prediction, Student Attitudes
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Alsawaier, Raed S. – International Journal of Information and Learning Technology, 2018
Purpose: Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The application of gamification in a pedagogical context provides some remedy for many students who find themselves alienated by traditional methods of instruction. The use…
Descriptors: Educational Games, Teaching Methods, Learning Motivation, Learner Engagement
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Yang, Anqi; Chen, Aoju – First Language, 2018
This study investigates how children acquire prosodic focus-marking in Mandarin Chinese. Using a picture-matching game, we elicited spontaneous production of sentences in various focus conditions from children aged four to eleven. We found that Mandarin Chinese-speaking children use some pitch-related cues in some tones and duration in all tones…
Descriptors: Native Language, Mandarin Chinese, Intonation, Suprasegmentals
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Kerrigan, John – College Teaching, 2018
Active learning involves students engaging with course content beyond lecture: through writing, applets, simulations, games, and more (Prince, 2004). As mathematics is often viewed as a subject area that is taught using more traditional methods (Goldsmith & Mark, 1999), there are actually many simple ways to make undergraduate mathematics…
Descriptors: Active Learning, Mathematics Instruction, College Mathematics, Undergraduate Students
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Russo, James; Russo, Toby; Bragg, Leicha A. – Australian Primary Mathematics Classroom, 2018
Mathematical games are widely used in the primary classroom; however, not all games are equally valuable. How might teachers decide which specific games to introduce? The authors present five principles of educationally-rich games to help teachers address this issue. In so doing, they provide teachers with a usable framework to stimulate…
Descriptors: Mathematics Education, Educational Games, Mathematics Activities, Educational Quality
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Sakibayev, Razakh; Sakibayev, Spartak; Sakibayeva, Bela – Australian Educational Computing, 2018
The article contains the results of the study conducted in order to discover the most effective ways of developing students' programming abilities with the means of non-programming disciplines and activities. The authors observe the learning practices and habits employed by students with highly developed programming abilities and compare these…
Descriptors: Programming, Mathematics Skills, Interdisciplinary Approach, Games
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Gilliam, Melissa; Jagoda, Patrick; Jones, Ian Bryce; Rowley, Jennifer; Hill, Brandon – American Journal of Sexuality Education, 2018
This paper, describes the design, development, and evaluation of "The Test," a theory-based mobile game prototype designed to promote HIV testing by providing information and influencing motivations, and behavioral intentions among YMSM. "The Test" was designed using embedded design, first described by Kaufman & Flanagan…
Descriptors: Educational Games, Handheld Devices, Telecommunications, Health Education
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Bossavit, B.; Parsons, S. – Journal of Computer Assisted Learning, 2018
Digital educational games research tends to lack ecological validity by not adequately taking into account the views and perspectives of children and young people with autism spectrum disorders (ASD). This paper is a pilot study that explores and analyses an academic-based educational game that was co-designed with and for young people with ASD.…
Descriptors: Autism, Outcomes of Education, Computer Games, Teaching Methods
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Sabato, Hagit; Kogut, Tehila – Developmental Psychology, 2018
We examined the role of the recipient's neediness as a moderator in the relation between children's household religiosity and prosocial behavior. Examining the behavior of children (2nd and 5th graders) from religious and nonreligious households in the dictator game, we found that the extent of sharing did not differ significantly between the 2…
Descriptors: Religious Factors, Altruism, Children, Individual Needs
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Goldstein, Thalia R.; Lerner, Matthew D. – Developmental Science, 2018
Pretense is a naturally occurring, apparently universal activity for typically developing children. Yet its function and effects remain unclear. One theorized possibility is that pretense activities, such as dramatic pretend play games, are a possible causal path to improve children's emotional development. Social and emotional skills,…
Descriptors: Preschool Children, Drama, Play, Games
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Khlomov, K. D.; Kondrashkin, A. V.; Kuzin, P. A.; Kalyakina, S. M.; Tyulkanova, K. I.; Medvedev, D. P. – Russian Education & Society, 2018
This article addresses the need for changes in current views on adolescent development. It presents observations of adolescent behavior in the online game Dragon Nest that were conducted by specialists from the Crossroads Center for Social and Psychological Adaptation and Adolescent Development, Moscow State University of Psychology and Education,…
Descriptors: Adolescent Development, Behavior, Video Games, Social Theories
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