NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 6,661 to 6,675 of 20,272 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Koh, Sam Boon Kiat; Fung, Fun Man – Journal of Chemical Education, 2018
A mobile application game has been adapted to teach students about laboratory instruments, glassware, apparatus, and techniques. The game was designed with reference to a popular icebreaker game, "Charades!", to ensure that it was easily accessible to students. Students will hold a mobile phone just above their forehead, which will then…
Descriptors: Science Instruction, Science Laboratories, Laboratory Equipment, Telecommunications
Peer reviewed Peer reviewed
Direct linkDirect link
Horn, Michael S. – Journal of the Learning Sciences, 2018
Designers who create computer-based learning experiences for places like museums, out-of-school programs, and homes face a number of challenges related to the informal nature of such settings. Designs must generally function on their own without the support of teachers or curriculum while at the same time engaging a diverse audience, supporting…
Descriptors: Informal Education, Instructional Design, Interaction, Educational Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Taub, Michelle; Azevedo, Roger – Journal of Educational Data Mining, 2018
Self-regulated learning conducted through metacognitive monitoring and scientific inquiry can be influenced by many factors, such as emotions and motivation, and are necessary skills needed to engage in efficient hypothesis testing during game-based learning. Although many studies have investigated metacognitive monitoring and scientific inquiry…
Descriptors: Metacognition, Undergraduate Students, Student Behavior, Scientific Research
Barton, Erin E.; Pokorski, Elizabeth A.; Sweeney, Erin M.; Velez, Marina; Gossett, Stephanie; Qiu, Jia; Flaherty, Celia; Domingo, Maddisen – Journal of Positive Behavior Interventions, 2018
We examined an intervention package using peer modeling, systematic prompting, and contingent reinforcement to increase the frequency and complexity of board game play and social behaviors in young children with disabilities. Four children with or at risk for disabilities participated with their typically developing peers. Results indicated a…
Descriptors: Peer Teaching, Modeling (Psychology), Reinforcement, Games
Peer reviewed Peer reviewed
Direct linkDirect link
Jones, Oliver A. H.; Spichkova, Maria; Spencer, Michelle J. S. – Journal of Chemical Education, 2018
Mobile technology is increasingly prevalent in higher education. Chemistry-related software applications (apps) on touchscreen computers are emerging as a popular platform in many areas, including in the chemistry classroom. In this work, a new game-based app designed for hand-held and portable touch-controlled devices is presented. Chirality-2…
Descriptors: Telecommunications, Handheld Devices, Chemistry, Science Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Hummel, Hans G. K.; Boyle, Elizabeth A.; Einarsdóttir, Sif; Pétursdóttir, Arna; Graur, Aurel – Interactive Learning Environments, 2018
Choosing a career is one of the most important decisions that youth has to take but many young people find this a hard issue to engage with. Current career counselling practice does not appear very compelling or motivating to young people. Professional games could provide a more engaging and motivating way of acquiring professional awareness and…
Descriptors: Foreign Countries, High School Students, Educational Games, Career Awareness
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Korhonen, Vesa; Räty, Hannu; Kärnä, Eija – International Journal of Special Education, 2018
Individuals with autism often exhibit atypical levels of attention to eyes. High support need and minimally verbal individuals with autism have typically received less attention in research. This study explored a preference based computer game to include the less-studied individuals with autism in their own school environment. Four high support…
Descriptors: Autism, Computer Games, Preferences, Eye Movements
Peer reviewed Peer reviewed
Direct linkDirect link
Wei, Chun-Wang; Kao, Hao-Yun; Lu, Hsin-Hsien; Liu, Yi Chun – Educational Technology & Society, 2018
English vocabulary is the foundation of English learning. According to information processing theory, recitation helps learners remember and understand English terminology. However, this type of exercise may lead to boredom, anxiety, difficulty concentrating, and other negative effects. This study proposes the integration of competitive gaming…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Vocabulary Development
Peer reviewed Peer reviewed
Direct linkDirect link
Cloft, Kristal – Mathematics Teacher, 2018
Many ways exist to engage students without detracting from the mathematics. Certainly some are high-tech options, such as video games, online trivia sites, and PowerPoint® presentations that follow the same model as Jeopardy; but sometimes low-tech options can be just as powerful. One exciting way to connect with students is by incorporating…
Descriptors: Mathematics Instruction, Learner Engagement, Mathematics Activities, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Loon, Mark; Bell, Robin – Journal of Further and Higher Education, 2018
An important challenge in higher education today is the growing tutor-student ratio that diminishes the 'human touch'. As learning and teaching ultimately form an interpersonal process, this will lead to student discontent and impact on their learning. Whilst there is little that teaching practitioners can do in terms of the growing student…
Descriptors: Foreign Countries, Undergraduate Students, Business Administration Education, Business Schools
Peer reviewed Peer reviewed
Direct linkDirect link
Vallett, David B.; Lamb, Richard; Annetta, Leonard – Journal of Science Education and Technology, 2018
This research represents an unforeseen outcome of the authors' National Science Foundation Innovation Technology Experiences for Students and Teachers (ITEST) program grant in science education. The grant itself focused on the use of serious educational games (SEGs) in the science classroom, both during and after school, to teach science content…
Descriptors: After School Programs, STEM Education, Educational Games, Science Instruction
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Demirel, Nurcan – Journal of Education and Training Studies, 2018
Purpose: The purpose of the current study is to investigate the impact of therapeutic recreational gymnastic exercises on basic motor skills of hearing-impaired children aged between 6-9 years. Material and Method: 18 students (12 boys; 6 girls) between the ages of 6-9 years participated in the study. 9 of these students were determined as…
Descriptors: Psychomotor Skills, Children, Hearing Impairments, Athletics
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Hung, Aaron Chia Yuan – International Journal of Teaching and Learning in Higher Education, 2018
Gamification, which introduces game mechanics into a non-game setting, has been considered a potential way to improve student learning, motivation, and engagement. Empirical studies of gamification often focus on students' outcomes and/or their perceptions of the gamified system while giving less attention to the rationale behind the…
Descriptors: Educational Games, Teaching Methods, Student Motivation, Learner Engagement
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ilgar, Sengul Mertol; Karakurt, Cigdem – Universal Journal of Educational Research, 2018
The computers used in the field of education as in many other fields are used by children mostly for playing games. The present study has aimed at identifying the general attitude mothers of preschoolers hold regarding the effect of computer game playing on children's development and behaviour. The participants were volunteer mothers (n=749) whose…
Descriptors: Preschool Children, Computer Games, Play, Child Development
Peer reviewed Peer reviewed
Direct linkDirect link
Ye, S. -H.; Hsiao, T. -Y.; Sun, C. -T. – Journal of Computer Assisted Learning, 2018
Based on the flipped-classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game-based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our…
Descriptors: Video Games, Blended Learning, Learning Processes, Scientific Concepts
Pages: 1  |  ...  |  441  |  442  |  443  |  444  |  445  |  446  |  447  |  448  |  449  |  ...  |  1352