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Lawrence, Sandra M. – Early Education and Development, 2018
Research Findings: Digital play is now commonplace in many young children's lives, but not in preschool settings. This situation is likely due to the fact that the existent literature seldom highlights what digital play looks like, the various ways it can be situated, and what young children do when they play together with digital devices in the…
Descriptors: Preschool Children, Handheld Devices, Telecommunications, Interaction
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Fokides, Emmanuel – International Journal of Mobile and Blended Learning, 2018
The study presents the results of a project in which tablets and a ready-made application were used for teaching basic programming concepts to young primary school students (ages 7-9). A total of 135 students participated in the study, attending primary schools in Athens, Greece, divided into three groups. The first was taught conventionally. The…
Descriptors: Elementary School Students, Programming, Handheld Devices, Telecommunications
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Cheng, Hercy N. H.; Liao, Calvin C. Y.; Chang, Wan-Chen – Educational Technology & Society, 2018
Graduate students usually lack sufficient ability to read academic papers effectively and efficiently. For facilitating their reading comprehension, this study adopts summarization as a main reading strategy under the scaffold of keyword evaluation. Furthermore, this study attempts to transform summarization into a group-based educational game by…
Descriptors: Graduate Students, Reading Strategies, Reading Comprehension, Documentation
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Hayse, Mark – Teaching Theology & Religion, 2018
In the undergraduate classroom, tabletop games can aid both teaching and learning -- especially when accompanied by debriefing exercises following gameplay. In particular, tabletop games enable undergraduate learners to practice the 21st century skills of collaboration, communication, and critical thinking. This qualitative study examines three…
Descriptors: Teaching Methods, Undergraduate Students, Learning Activities, Theological Education
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Andic, Branko; Kadic, Srdan; Grujicic, Rade; Malidžan, Desanka – IAFOR Journal of Education, 2018
This paper provides an overview of the attitudes of students and teachers toward the use of educational games in the teaching process. The study encompassed a didactic experiment, and adopted interviewing techniques and theoretical analysis. Likert distributions of attitudes to particular game types are presented in tables and the arithmetic means…
Descriptors: Comparative Analysis, Elementary School Students, Elementary School Teachers, Teaching Methods
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Gould, Deena L.; Parekh, Priyanka – Journal of Science Education and Technology, 2018
Engaging in argumentation from evidence is challenging for most middle school students. We report the design of a media-based mentoring system to support middle school students in engaging in argumentation in the context of a game-infused science curriculum. Our design emphasizes learners apprenticing with college student mentors around the…
Descriptors: Mentors, Persuasive Discourse, Educational Games, Science Instruction
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Jancic, Polona; Hus, Vlasta – International Journal of Game-Based Learning, 2018
Social studies is a class students encounter in the fourth and fifth grades of primary school in Slovenia. It includes goals from the fields of geography, sociology, history, ethnology, psychology, economy, politics, ethics, aesthetics, and ecology. Among other didactic recommendations in the national curriculum for teaching, social studies…
Descriptors: Foreign Countries, Social Studies, Teaching Methods, Educational Games
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Finco, Mateus David; Rocha, Richard Santin; Fão, Rafael Wailla; Santos, Fabiana – International Journal of Game-Based Learning, 2018
The aim of this article was to analyze how players of Pokémon GO could adopt a healthier and active lifestyle meanwhile or after using the game, observing how active they could become in their daily routines. The methodology involved a qualitative analysis involving a sample with players who were invited to complete an online questionnaire to…
Descriptors: Physical Activities, Qualitative Research, Life Style, Questionnaires
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Dang, Srishti; Ved, Arunima; Vemuri, Kavita – International Journal of Game-Based Learning, 2018
Efficacy of games as learning medium is of interest to researchers and the gaming industry. A critical metric for learning is knowledge retention and very few studies have conducted in-depth comparisons of: a) game versus no-game learning, b) collaborative versus individual learning. Towards this, the study reported in this article will present…
Descriptors: Geography, Maps, Cooperative Learning, Educational Games
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Schaal, Sonja; Otto, Siegmar; Schaal, Steffen; Lude, Armin – International Journal of Science Education, Part B: Communication and Public Engagement, 2018
Geogames are mobile, location-based and location dependent games for devices like smartphones and tablets. As geogames are played outdoors they offer various possibilities for environmental education. The geogame entitled FindeVielfalt "Simulation" is a location dependent game, developed in the BioDiv2Go project, which provides sensory…
Descriptors: Educational Games, Telecommunications, Handheld Devices, Environmental Education
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Seymour, Clancy M.; Reeds, Gregory K. – Strategies: A Journal for Physical and Sport Educators, 2018
While there are differences between coaches and physical educators, there are best practices in each profession that have universal applications. Using a coaching/teaching scenario to provide background for this article, the authors identify useful strategies employed by both successful coaches and physical educators that can be adopted by each.…
Descriptors: Teaching Methods, Athletic Coaches, Physical Education, Physical Education Teachers
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de Lima, Melina S.; de Amôres, Eduardo B.; Santos, José Vicente C.; Martin, Vera A. F. – Journal of Astronomy & Earth Sciences Education, 2018
Various studies have noted current shortcomings in the teaching and learning of science in schools, and the results of large-scale tests show that despite heavy investment in education, Brazilians' understanding of science test scores typically fall short of what could be if students had a consistent, high-quality basic education. This article…
Descriptors: Foreign Countries, Astronomy, Science Education, Scientific Concepts
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Mourgela, Vasiliki; Pacurar, Ecaterina – Journal of Educational Computing Research, 2018
This work, situated in the Greek sociocultural context, attempts to analyze the time spent by primary school students on digital and traditional extracurricular activities and the impact of these activities on the educational outcome. The first objective was to determine, by means of a quantitative survey, if the children as "digital…
Descriptors: Foreign Countries, Elementary School Students, Extracurricular Activities, Technological Literacy
Harvey, Miles Madison – ProQuest LLC, 2018
This qualitative study utilized video games and virtual reality in an eighth-grade public middle school media literacy elective classroom in which the head researcher was also the official teacher for the students in the study. The nineteen students and their teacher used video games in small groups for five consecutive weeks. The teacher and…
Descriptors: Video Games, Computer Simulation, Simulated Environment, Educational Technology
Kariuki, Patrick; Taylor, Jordan – Online Submission, 2018
Abstract The purpose of this study was to examine the effects of Pictionary and traditional vocabulary strategies on student performance in a 9th grade English Language Arts classroom. The sample consisted of 30 ninth grade honor students who were randomly assigned to an experimental and control group. Data were collected using teacher made tests.…
Descriptors: Secondary School Students, Grade 9, Games, Vocabulary Development
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