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O'Sullivan, Muireann; Robb, Nigel; Howell, Stephen; Marshall, Kevin; Goodman, Lizbeth – International Journal of E-Learning & Distance Education, 2017
Twice exceptional learners are intellectually or creatively gifted yet also experience one or more learning difficulties. These students face a unique set of challenges in educational settings. Recommended strategies for accommodating twice exceptional learners focus on--among other things--(1) providing freedom and variety, so that students can…
Descriptors: Inclusion, Student Interests, Relevance (Education), Educational Environment
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Bakhuys Roozeboom, Maartje; Visschedijk, Gillian; Oprins, Esther – British Journal of Educational Technology, 2017
Although serious games are more and more used for learning goals, high-quality empirical studies to prove the effectiveness of serious games are relatively scarce. In this paper, three empirical studies are presented that investigate the effectiveness of serious games as opposed to traditional classroom instruction on learning features as well as…
Descriptors: Instructional Effectiveness, Educational Games, Longitudinal Studies, Case Studies
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Baisheva, Mariia I.; Golikov, Alexey I.; Prokopieva, Maria M.; Popova, Ludmila V.; Zakharova, Alexandra I.; Kovtun, Tatiana Ju. – Journal of Social Studies Education Research, 2017
The modern education is dominantly targeted at the left hemisphere. It draws insufficient attention to the harmonization of the functioning of both brain hemispheres. This has a negative impact on the development of the abilities of children and is especially detrimental to boys and those children who are brought up in the natural environment. In…
Descriptors: Games, Folk Culture, Child Development, Intellectual Development
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DiCerbo, Kristen E.; Xu, Yuning; Levy, Roy; Lai, Emily; Holland, Laura – Educational Assessment, 2017
Inferences about student knowledge, skills, and attributes based on digital activity still largely come from whether students ultimately get a correct result or not. However, the ability to collect activity stream data as individuals interact with digital environments provides information about students' processes as they progress through learning…
Descriptors: Models, Cognitive Processes, Elementary School Students, Grade 3
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Fokides, Emmanuel; Foka, Anna – Open Journal for Educational Research, 2017
The study presents the results of a pilot project in which computer games were used for teaching English as a foreign language to primary school students. The target group was sixty fifth-grade primary school students, divided into three groups. The first group was taught conventionally using the textbook. In the second, a contemporary teaching…
Descriptors: Computer Games, English (Second Language), Elementary School Students, Teaching Methods
Barton, Irving Gary, Jr. – ProQuest LLC, 2017
Military education is held to high standards for our servicemen and women. The purpose of this quantitative, comparative study was to determine if significant differences existed in learning styles relative to military experience as determined by learning in a serious game environment. Study results are expected to advance the state of research in…
Descriptors: Educational Games, Evaluation Methods, Military Training, Comparative Analysis
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McCarthy, Kathryn S.; Johnson, Amy M.; Likens, Aaron D.; Martin, Zachary; McNamara, Danielle S. – Grantee Submission, 2017
Interactive Strategy Training for Active Reading and Thinking (iSTART) is an intelligent tutoring system that supports reading comprehension through self-explanation (SE) training. This study tested how two metacognitive features, presented in a 2 x 2 design, affected students' SE scores during training. The "performance notification"…
Descriptors: Metacognition, Prompting, Intelligent Tutoring Systems, Reading Instruction
Kim, Junyoung – ProQuest LLC, 2017
The major purpose of this study was to investigate whether successful practice trials in throwing would mediate the relationship between perceived throwing competence and skill improvement in throwing among 1 st graders in physical education. A correlational research design was utilized to examine the mediating relationships among variables.…
Descriptors: Physical Activities, Grade 1, Elementary School Students, Physical Education
Alcock, Marie; Fisher, Michael; Zmuda, Allison – Solution Tree, 2017
It's crucial for 21st century teachers and students to determine together what a student will learn and at what pace. This resource dives deep into questing, a customizable pedagogy tailored to a student's interests, needs, and abilities. Learn how to use questing to engross students in emotionally gripping learning experiences, engage them with…
Descriptors: Thinking Skills, Critical Thinking, Cooperation, Creativity
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Levin, Ilya, Ed.; Tsybulsky, Dina, Ed. – IGI Global, 2017
The role of technology in educational settings has become increasingly prominent in recent years. When utilized effectively, these tools provide a higher quality of learning for students. "Optimizing STEM Education With Advanced ICTs and Simulations" is an innovative reference source for the latest scholarly research on the integration…
Descriptors: Information Technology, STEM Education, Cooperative Learning, Inquiry
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Stella Tarrant; Laura D’Olimpio – Analytic Teaching and Philosophical Praxis, 2017
To engage not only with what one thinks but also how one thinks, is to think philosophically. A student's capacity to think philosophically strengthens their ability to learn and the depth of her or his understanding. This praxis research project was aimed at developing students' capacities to 'think philosophically'. The Community of Inquiry is a…
Descriptors: Philosophy, Teaching Methods, Communities of Practice, Higher Education
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Cowley, Benjamin; Ravaja, Niklas – Cogent Education, 2014
Motivated by the link between play and learning, proposed in literature to have a neurobiological basis, we study the electroencephalogram and associated psychophysiology of "learning game" players. Forty-five players were tested for topic comprehension by a questionnaire administered before and after solo playing of the game Peacemaker…
Descriptors: Diagnostic Tests, Questionnaires, Games, Classification
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Herrero, David; del Castillo, Héctor; Monjelat, Natalia; García-Varela, Ana Belén; Checa, Mirian; Gómez, Patricia – Journal of New Approaches in Educational Research, 2014
Scientific literacy is more than the simple reproduction of traditional school science knowledge and requires a set of skills, among them identifying scientific issues, explaining phenomena scientifically and using scientific evidence. Several studies have indicated that playing computer games in the classroom can support the development of…
Descriptors: Evolution, Biology, Scientific Literacy, Computer Games
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Majgaard, Gunver – Electronic Journal of e-Learning, 2014
A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design. The aim was for students to develop a more critically…
Descriptors: Design, Computer Games, Programming, Computer Science Education
Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2014
Educational video games provide an opportunity for students to interact with and explore complex representations of academic content and allow for the examination of problem-solving strategies and mistakes that can be difficult to capture in more traditional environments. However, data from such games are notoriously difficult to analyze. This…
Descriptors: Identification, Misconceptions, Scoring Rubrics, Educational Games
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