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Hiltz, Virginia A. – ProQuest LLC, 2017
This study examines the differences in play behaviors demonstrated by children with Autism Spectrum Disorder (ASD) when they engage in play with typically developing (TD) peers. Pairs of elementary school students, ages eight to 11, engaged in play in three settings: typical school recess, facilitated play led by adults, and kinetic technology…
Descriptors: Pervasive Developmental Disorders, Video Games, Interaction, Play
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Liu, Zhongxiu; Cody, Christa; Barnes, Tiffany; Lynch, Collin; Rutherford, Teomara – International Educational Data Mining Society, 2017
Replayability has long been touted as a benefit of educational games. However, little research has measured its impact on learning, or investigated when students choose to replay prior content. In this study, we analyzed data on a sample of 4,827 3rd-5th graders from ST Math, a game-based educational platform integrated into classroom instruction…
Descriptors: Educational Games, Play, Educational Benefits, Elementary School Students
Amy Shannon Cook; Steven P. Dow; Jessica Hammer – Grantee Submission, 2017
Classroom role-play is an interactive learning technique with a long history of success, but current attempts to augment it with technology limit the very interactions that make this technique successful. For example, digital roleplay games often engage individual students at a computer, rather than creating rich social interactions among…
Descriptors: Technology Uses in Education, Educational Games, Role Playing, Educational Technology
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Sankrithi, Siva Usha Mithra – Mathematics Teacher, 2016
Online teaching allows students to discuss their work and learn from varied media, gain nonhomogenous perspectives through global collaboration, and tackle challenging, relevant, real-world problems. In this article, the author describes ways that real-world applications encourage student exploration, how nonhomogenous perspectives challenge the…
Descriptors: Online Courses, Mathematics Instruction, Mathematics Teachers, Educational Technology
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Lamb, Richard; Cavagnetto, Andy; Akmal, Tariq – International Journal of Science and Mathematics Education, 2016
A critical problem with the examination of learning in education is that there is an underlying assumption that the dynamic systems associated with student information processing can be measured using static linear assessments. This static linear approach does not provide sufficient ability to characterize learning. Much of the modern research…
Descriptors: Cognitive Processes, Learning Processes, Science Instruction, Models
DeVane, Ben; Steward, Cody; Tran, Kelly M. – Educational Technology, 2016
This article reports on a project that used a game-creation tool to introduce middle-school students ages 10 to 13 to problem-solving strategies similar to those in computer science through the lens of studio-based design arts. Drawing on historic paradigms in design pedagogy and contemporary educational approaches in the digital arts to teach…
Descriptors: Middle School Students, Design, Problem Solving, Computer Science
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Lim, Vivian; Rubel, Laurie; Shookhoff, Lauren; Sullivan, Mathew; Williams, Sarah – Mathematics Teaching in the Middle School, 2016
The lottery has rich potential for mathematical explorations. It serves as a real-world context to explore concepts of permutations, combinations, sample space, and probability in terms of making sense of the lottery games. The lottery offers additional possibilities in terms of scaling, data analysis, and spatial analysis. Finally, by readily…
Descriptors: Mathematics, Mathematics Education, Games, Probability
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Ke, Fengfeng – Educational Technology Research and Development, 2016
Via a systematic review of the literature on learning games, this article presents a systematic discussion on the design of intrinsic integration of domain-specific learning in game mechanics and game world design. A total of 69 articles ultimately met the inclusion criteria and were coded for the literature synthesis. Exemplary learning games…
Descriptors: Literature Reviews, Educational Games, Design, Play
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Aleven, Vincent; McLaren, Bruce M.; Sewall, Jonathan; van Velsen, Martin; Popescu, Octav; Demi, Sandra; Ringenberg, Michael; Koedinger, Kenneth R. – International Journal of Artificial Intelligence in Education, 2016
In 2009, we reported on a new Intelligent Tutoring Systems (ITS) technology, example-tracing tutors, that can be built without programming using the Cognitive Tutor Authoring Tools (CTAT). Creating example-tracing tutors was shown to be 4-8 times as cost-effective as estimates for ITS development from the literature. Since 2009, CTAT and its…
Descriptors: Intelligent Tutoring Systems, Artificial Intelligence, Programming, Educational Technology
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Lujan, Lujan; DiCarlo, Stephen E. – Advances in Physiology Education, 2016
Galen of Pergamon (130-200 A.D.) was an accomplished showman and scientist who made enormous advancements in the understanding of the heart, nervous system, and mechanics of breathing. These advancements were often achieved during impressive public "performances" of vivisection on Barbary apes and other living animals. These "shock…
Descriptors: Inquiry, Science Experiments, Human Body, Physiology
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Reynolds, Rebecca – Educational Technology Research and Development, 2016
This paper offers a newly conceptualized modular framework for digital literacy that defines this concept as a task-driven "social constructivist digital literacy," comprising 6 practice domains grounded in Constructionism and social constructivism: Create, Manage, Publish, Socialize, Research, Surf. The framework articulates possible…
Descriptors: Computer Literacy, Constructivism (Learning), Instructional Design, Educational Games
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Akcaoglu, Mete – TechTrends: Linking Research and Practice to Improve Learning, 2016
Design involves solving complex, ill-structured problems. Design tasks are consequently, appropriate contexts for children to exercise higher-order thinking and problem-solving skills. Although creating engaging and authentic design contexts for young children is difficult within the confines of traditional schooling, recently, game-design has…
Descriptors: Games, Instructional Design, Computer Science Education, Programming
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Silva, Wilson; AnderBois, Scott – Language Documentation & Conservation, 2016
In this paper, we propose a methodology for collecting naturally occurring data on evidentials and epistemic modals. We use Desano (Eastern Tukanoan) as a case study. This language has a complex evidential system with six evidential forms. The methodology in question consists of having Desano speakers to play a logic game, "Mastermind".…
Descriptors: Language Research, Documentation, Games, Logical Thinking
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Offorma, Grace Chibiko – International Journal of Curriculum and Instruction, 2016
Culture is seen from different perspectives but the focus of this paper is on the totality of people's way of life; those things that bind the society together. In this paper, the key concepts of curriculum, culture, and curriculum planning are explained. The components of culture, namely, universals of culture, specialties of culture and…
Descriptors: Curriculum Development, Teaching Methods, Role Playing, Drama
Aleven, Vincent; McLaren, Bruce M.; Sewall, Jonathan; van Velsen, Martin; Popescu, Octav; Demi, Sandra; Ringenberg, Michael; Koedinger, Kenneth R. – Grantee Submission, 2016
In 2009, we reported on a new Intelligent Tutoring Systems (ITS) technology, example-tracing tutors, that can be built without programming using the Cognitive Tutor Authoring Tools (CTAT). Creating example-tracing tutors was shown to be 4-8 times as cost-effective as estimates for ITS development from the literature. Since 2009, CTAT and its…
Descriptors: Intelligent Tutoring Systems, Programming, Artificial Intelligence, Visual Aids
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