NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 6,646 to 6,660 of 20,272 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Yavuz, Fatih; Ozdemir, Emrah; Celik, Ozgur – World Journal on Educational Technology: Current Issues, 2020
Writing is one of the most difficult and neglected skills for EFL learners. Gamification, the use of game elements to increase user experience and interest in non-game content, can be used to deal with writing anxiety which is considered as a hindering affective factor in successful language learning. Within this scope, this study aims to…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, English (Second Language)
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Alrajhi, Assim S. – MEXTESOL Journal, 2020
This study explores L2 learners' perceptions of different dimensions of current commercial video games as a medium to foster English learning. Moreover, it looks into L2 learners' attitudes toward the integration of gaming into the English curriculum. To that end, a quantitative approach to data collection and analysis was employed. Responses were…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Khamparia, Aditya; Pandey, Babita; Mishra, Brijendra Pratap – Education and Information Technologies, 2020
In conventional classroom driven instructor training, disabled student achieved low personality & motivation, more mental load due to lack of practical learning and unsuitable usage of learning material through different simulated contexts. Therefore, intent of proposed study is to integrate microworld game-based learning to different learning…
Descriptors: Students with Disabilities, Game Based Learning, Physical Disabilities, Elementary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Gnidovec, Tanja; Žemlja, Mojca; Dolenec, Andreja; Torkar, Gregor – Journal of Science Education and Technology, 2020
Learning the basics of human anatomy is challenging for schoolchildren due to its three-dimensional nature and complexity as a system. This study created educational materials for learning about and teaching the human circulatory system based on augmented reality (AR) technology and a structure-behavior-function (SBF) model, including 2D/3D…
Descriptors: Computer Simulation, Anatomy, Human Body, Teaching Methods
Lü, Chan – American Educator, 2020
About one-third of children under age 8 in the United States have at least one parent who speaks a language other than English at home. And as of 2016, 9.6 percent of all U.S. public school students were identified as English language learners. It is obvious that the American student population is becoming increasingly multilingual. This trend is…
Descriptors: Bilingualism, Literacy, Multilingualism, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Jacob, Robin; Erickson, Anna; Mattera, Shira – Journal of Research on Educational Effectiveness, 2020
This article reports findings from a one-year evaluation of a kindergarten math enrichment program. A randomized design was used to assess the impact of High 5s on children's math skills, attitudes towards math, language ability, and executive function for a sample of kindergarten students in New York City. High 5s math clubs were designed to…
Descriptors: Kindergarten, Supplementary Education, Young Children, Small Group Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Bond, Melissa; Bedenlier, Svenja; Buntins, Katja; Kerres, Michael; Zawacki-Richter, Olaf – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2020
Developing, sustaining, and improving student engagement is of vital importance to higher education instructors. Educational technology has been linked to student engagement, and preservice and in-service teachers need to develop information communication and technology (ICT) skills and knowledge to apply them in the classroom as well as to…
Descriptors: Learner Engagement, Higher Education, Educational Technology, Educational Research
Peer reviewed Peer reviewed
Direct linkDirect link
Armstrong, Meredith; Boughey, Chrissie – Perspectives in Education, 2020
This article draws on a long term ethnographic study which explored the way the home based practices experienced by children in a marginalised community in a large South African city, Port Elizabeth, prepared them for, and supported them in, schooling. The study was informed by the field known as 'New Literacy Studies' and which draws extensively…
Descriptors: Literacy Education, Child Development, Disadvantaged, Ethnography
Peer reviewed Peer reviewed
Direct linkDirect link
Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
Peer reviewed Peer reviewed
Direct linkDirect link
Hsu, Hui-Chin; Iyer, Suneeti Nathani; Fogel, Alan – Journal of Child Language, 2014
The aim of the present study was to examine the contextual effects of social games on prelinguistic vocalizations. The two main goals were to (1) investigate the functions of vocalizations as symptoms of affective arousal and symbols of social understanding, and (2) explore form-function (de)coupling relations between vocalization types and game…
Descriptors: Infants, Games, Context Effect, Nonverbal Communication
Peer reviewed Peer reviewed
Direct linkDirect link
Klopfer, E.; Sheldon, J.; Perry, J.; Chen, V. H. -H. – Journal of Computer Assisted Learning, 2012
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In…
Descriptors: Electronic Learning, Educational Technology, Educational Games, Learning Activities
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Chia-Li Debra; Yeh, Ting-Kuang; Chang, Chun-Yen – EURASIA Journal of Mathematics, Science & Technology Education, 2016
This study examines whether a Role Play Game (RPG) with embedded geological contents and students' anticipation of an upcoming posttest significantly affect high school students' achievements of and attitudes toward geology. The participants of the study were comprised of 202 high school students, 103 males and 99 females. The students were…
Descriptors: Grade 10, High School Students, Geology, Outcomes of Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rahmi, Zelika – Advances in Language and Literary Studies, 2018
The objectives of the study was to know the difficult words encountered by the gamers and to know their strategies in translating this unknown word. The researcher used interview as the instrument to collect the material needed for this particular study. It is found that unknown word combined with certain feeling such as disappointment creates…
Descriptors: Translation, Computer Games, Vocabulary Development, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Fardoun, Habib M.; Alghazzawi, Daniyal M.; Paules, Antonio – International Journal of Web-Based Learning and Teaching Technologies, 2018
In this paper, the authors present a cloud system that incorporate tools developed in HTML5 and JQuery technologies, which are offered to professors and students in the development of a teaching methodology called flipped classroom, where the theoretical content is usually delivered by video files and self-assessment tools that students can…
Descriptors: Information Management, Information Storage, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
So, Winnie Wing-Mui; Chen, Yu – Asia-Pacific Forum on Science Learning and Teaching, 2018
E-learning is playing a significant and increasing role in elementary science education. The purpose of this study was to explore how primary Grade 3 students constructed an understanding of seasons through a series of interactive e-learning activities. One class of Grade 3 students from one local primary school was invited to participate in this…
Descriptors: Electronic Learning, Elementary School Students, Weather, Grade 3
Pages: 1  |  ...  |  440  |  441  |  442  |  443  |  444  |  445  |  446  |  447  |  448  |  ...  |  1352