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Russo, James – Australian Primary Mathematics Classroom, 2017
Benchmarking is an important strategy for comparing the size of fractions. In addition, knowing whether a given fraction is greater or less than a particular benchmark (e.g., one-half) can support students with accurately locating the fraction on a number line. This article offers a game-based activity that engages students in discussions around…
Descriptors: Mathematics Instruction, Benchmarking, Comparative Analysis, Fractions
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Sanderson, Donna – Texas Journal of Literacy Education, 2017
The idea of using plastic bottle caps to enhance children's literacy and math skills was introduced in a pre-kindergarten methods and field class at West Chester University. We wanted an essentially cost-free way to create fun, hands-on, educational games for young students to learn basic skills supporting the Common Core State Standards (adopted…
Descriptors: Literacy Education, Mathematics Instruction, Skill Development, Preschool Children
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Valdemoros-San-Emeterio, M-Angeles; Sanz-Arazuri, Eva; Ponce-de-León-Elizondo, Ana – Comunicar: Media Education Research Journal, 2017
The "Network Society" is identified by accelerated changes that occur between real and virtual worlds. The progress of digital devices has generated a new model of leisure that has conditioned family interactions. The aim of this research was to identify the relationship between digital leisure experiences and perceived family…
Descriptors: Leisure Time, Youth, Secondary School Students, Foreign Countries
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Achimova, Asya; Syrett, Kristen; Musolino, Julien; Déprez, Viviane – Language Learning and Development, 2017
In response to questions in which a "wh"-term interacts with a universal quantifier in object position, such as "Who picked every toy?," children as old as 5 years of age often provide a list, pairing toys with the people who picked each of them. This response pattern is unexpected, it has been claimed, because children appear…
Descriptors: Toys, Syntax, Semantics, Predictor Variables
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Hartweg, Beau; Biffi, Daniella; de la Fuente, Yohanis; Malkoc, Ummuhan; Patterson, Melissa E.; Pearce, Erin; Stewart, Morgan A.; Weinburgh, Molly – School Science and Mathematics, 2017
A pilot study was conducted on a multimodal educational tool, Peruvian Food Chain Jenga (PFCJ), with 5th-grade students (N = 54) at a public charter school. The goal was to compare the effectiveness of the multimodal tool to a more traditional presentation of the same materials (food chain) using an experimental/control design. Data collection…
Descriptors: Grade 5, Charter Schools, Teaching Methods, Program Effectiveness
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Williamson, Ben – Learning, Media and Technology, 2017
ClassDojo is one of the world's most successful educational technologies, currently used by over 3 million teachers and 35 million children globally. It reinforces and enacts emerging governmental "psycho-policies" around the measurement and modification of children's social and emotional learning in schools. This article focuses…
Descriptors: Educational Technology, Social Development, Emotional Development, Psychological Patterns
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Grinias, James P. – Journal of Chemical Education, 2017
Online student-response systems provide instructors with an easy-to-use tool to instantly evaluate student comprehension. For comprehensive content review, turning this evaluation into a competitive game where students can compete against each other was found to be helpful and enjoyable for participating students. One specific online resource,…
Descriptors: Tests, Statistical Analysis, Computer Assisted Testing, Chemistry
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Bell, Amanda; Gresalfi, Melissa – Technology, Knowledge and Learning, 2017
Digital games have demonstrated great potential for supporting students' learning across disciplines. But integrating games into instruction is challenging and requires teachers to shift instructional practices. One factor that contributes to the successful use of games in a classroom is teachers' experience implementing the technologies. But how…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Middle School Students
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Ramly, Mohd Adlan; Ikhsan, Nurul Aida Binti Kamal; Rahman, Nur Rahimatul Hayati Binti Abdul; Abdul, Nur Rahimatul Hayati Binti – Asian Journal of University Education, 2017
This experimental paper seeks to elucidate the usage of the card game 'Protein Synthesis Game' as a student's learning tool in studying the Biology topic of protein synthesis during an A-Level course. A total of 24 experimental students in 3 induced groups and 24 controlled students in controlled groups were involved in the experiment which began…
Descriptors: Teaching Methods, Science Instruction, Biology, Scientific Concepts
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Haglund, Björn; Peterson, Louise – International Journal for Research on Extended Education, 2017
Board games are traditionally seen as an important Swedish leisure-time centre activity, but research regarding this activity is sparse. This study aims to fill part of that void through a web survey directed to members in a closed Facebook group focusing on leisure-time centres. Fifty-five informants' answers were analysed using critical…
Descriptors: Games, Leisure Time, Recreational Facilities, Foreign Countries
Thomsen, Brian M. – ProQuest LLC, 2017
Too many students are entering post-secondary education lacking foundational mathematics skills that are critical to performance on placement examinations. As a result, students are forced to take remedial courses that are often non-credit bearing and hinder their progress toward graduation. Research suggests that a lack of number sense may…
Descriptors: Computation, Mathematics Achievement, High School Students, Disabilities
Machajewski, Szymon – Online Submission, 2017
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population…
Descriptors: Integrated Learning Systems, Educational Technology, Technology Uses in Education, Educational Games
Juliette K. Berg; Catherine P. Bradshaw; Booil Jo; Nicholas S. Ialongo – Grantee Submission, 2017
Complier Average Causal Effect (CACE) analysis, a causal inference approach that accounts for levels of teacher implementation compliance, was used to examine one-year impacts of PAX Good Behavior Game (PAX GBG) and Promoting Alternative Thinking Strategies (PATHS) on teacher efficacy and burnout. Teachers in 27 elementary schools were randomized…
Descriptors: Causal Models, Teacher Burnout, Elementary School Teachers, Educational Games
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Marklund, Björn Berg; Backlund, Per; Dahlin, Carl-Johan; Engström, Henrik; Wilhelmsson, Ulf – International Journal of Game-Based Learning, 2014
An important factor for success in project-based learning (PBL) is that the involved project groups establish an atmosphere of social interaction in their working environment. In PBL-scenarios situated in distributed environments, most of a group's work-processes are mediated through the use of production-focused tools that are unconcerned with…
Descriptors: Educational Games, Active Learning, Student Projects, Users (Information)
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Lin, Chien-Heng; Chen, Chien-Min; Lou, Yu-Chiung – Educational Technology & Society, 2014
The abilities of both spatial orientation and spatial memory play very important roles in human navigation and spatial cognition. Since such abilities are difficult to strengthen through books or classroom instruction, there are no particular curricula or methods to assist in their development. Therefore, this study develops a spatial…
Descriptors: Spatial Ability, Memory, Educational Games, Computer Games
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