NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 6,946 to 6,960 of 20,272 results Save | Export
Kerr, Deirdre Song – ProQuest LLC, 2014
Educational video games have the potential to be used as assessments of student understanding of complex concepts. However, the interpretation of the rich stream of complex data that results from the tracking of in-game actions is so difficult that it is one of the most serious blockades to the use of educational video games or simulations to…
Descriptors: Video Games, Educational Games, Data Collection, Data Analysis
Pasnik, Shelley; Llorente, Carlin – Education Development Center, Inc., 2014
This executive summary highlights findings from a larger study that is part of an interrelated series of studies included in the Ready To Learn summative evaluation being conducted by the Education Development Center, Inc.'s (EDC's) Center for Children and Technology and SRI Education's Center for Technology in Learning (EDC/SRI). The purpose of…
Descriptors: Multimedia Instruction, Mathematics Instruction, Problem Solving, Preschool Children
Peer reviewed Peer reviewed
Direct linkDirect link
Jacobson, Jeffery – International Journal of Virtual and Personal Learning Environments, 2013
In previous publications, the author reported that students learned about Egyptian architecture and society by playing an educational game based on a virtual representation of a temple. Students played the game in a digital dome or on a standard desktop computer, and (each) then recorded a video tour of the temple. Those who had used the dome…
Descriptors: Educational Games, Computer Games, Video Technology, Visual Aids
Peer reviewed Peer reviewed
Direct linkDirect link
Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Rando, Noemi – Computers & Education, 2013
In this paper, we present an initial study to determine the subject preferences for educational computer games for children, in which 150 education professionals participated. From the results of this first study, we have developed an iPhone game for transmitting knowledge as part of multiculturalism, solidarity and tolerance following established…
Descriptors: Elementary Education, Teaching Methods, Learning Theories, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Arruda, Eucidio Pimenta; Arruda, Durcelina Pimenta – International Journal on E-Learning, 2014
This text discusses the relationship between leisure and education in contemporary society from the perspective of day-to-day use of videogames by young people and its relationship to learning, and specifically school learning. We intend to analyze, in the light of current academic production, the following question: what possible relations are…
Descriptors: Educational Technology, Video Games, Leisure Time, Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Caro, Cary A. – Contemporary Issues in Education Research, 2014
The Bowl Championship Series served as a collection of bowl games that were designed to crown the national champion in Division One football. The BCS created two classifications of institutions in Division football, those that were granted automatic access (AQ) to the post-season games, and those that were not (non-AQ). The BCS also generated…
Descriptors: Team Sports, Income, College Athletics, Games
Peer reviewed Peer reviewed
Direct linkDirect link
Reyher, Adam – Music Educators Journal, 2014
The field of music is constantly evolving, and technology is advancing at an unprecedented rate. To increase student interest in what is taught in the music classroom, lessons must invite eager participation. This is accomplished by being innovative with lessons--choosing to incorporate concepts that entice and please students while still…
Descriptors: Music Education, Popular Culture, Video Games, Music
Peer reviewed Peer reviewed
Direct linkDirect link
Eastwick, Paul W.; Buck, April A. – Teaching of Psychology, 2014
The Pairing Game is a popular classroom demonstration that illustrates how people select romantic partners who approximate their own desirability. However, this game produces matching correlations that greatly exceed the correlations that characterize actual romantic pairings, perhaps because the game does not incorporate the social relations…
Descriptors: Social Desirability, Interpersonal Attraction, Undergraduate Students, Classroom Techniques
Peer reviewed Peer reviewed
Direct linkDirect link
Hao, Tao; Wang, Zhe; Ardasheva, Yuliya – Journal of Research on Educational Effectiveness, 2021
This meta-analysis reviewed research between 2012 and 2018 focused on technology-assisted second language (L2) vocabulary learning for English as a foreign language (EFL) learner. A total of 45 studies of 2,374 preschool-to-college EFL students contributed effect sizes to this meta-analysis. Compared with traditional instructional methods, the…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Martin, Florence; Gezer, Tuba; Anderson, Jimmeka; Polly, Drew; Wang, WeiChao – Educational Media International, 2021
Children are exposed to digital devices at an early age. This study examines parents' perception of student digital safety on technology use, time spent, parent concerns and knowledge on various digital safety topics. Through a survey-based study, we analyzed data collected from 113 parents. Parents mentioned that their kids use Internet via…
Descriptors: Parent Attitudes, Child Safety, Internet, Handheld Devices
Kurtz, Holly; Lloyd, Sterling; Harwin, Alex; Chen, Victor; Gubbay, Natalie – Editorial Projects in Education, 2021
Student engagement is a longstanding concern among educators. The issue became even more urgent in March of 2020, when U.S. schools shut down to slow the spread of the novel coronavirus, forcing millions of American students and teachers to engage in remote learning for the very first time. Although some students thrived in the new environment,…
Descriptors: Learner Engagement, Student Surveys, Teacher Surveys, National Surveys
Peer reviewed Peer reviewed
Direct linkDirect link
Gee, James Paul – Knowledge Quest, 2012
People live in the midst of high-risk complex systems like global warming, a global economy, and global conflicts among civilizations and religions. The pace of change is faster than it has ever been. To succeed in this world children need 21st-century skills. Reading is most certainly one of these. But today reading keeps new company as it sits…
Descriptors: Computers, Popular Culture, Access to Computers, School Libraries
Peer reviewed Peer reviewed
Direct linkDirect link
Kwon, Jungmin – Intervention in School and Clinic, 2012
Computer and video games have much in common with the strategies used in special education. Free resources for game development are becoming more widely available, so lay computer users, such as teachers and other practitioners, now have the capacity to develop games using a low budget and a little self-teaching. This article provides a guideline…
Descriptors: Educational Technology, Computer Games, Video Games, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Young, Michael F.; Slota, Stephen; Cutter, Andrew B.; Jalette, Gerard; Mullin, Greg; Lai, Benedict; Simeoni, Zeus; Tran, Matthew; Yukhymenko, Mariya – Review of Educational Research, 2012
Do video games show demonstrable relationships to academic achievement gains when used to support the K-12 curriculum? In a review of literature, we identified 300+ articles whose descriptions related to video games and academic achievement. We found some evidence for the effects of video games on language learning, history, and physical education…
Descriptors: Educational Games, Elementary Secondary Education, Video Games, Evidence
Peer reviewed Peer reviewed
Direct linkDirect link
Javaid, Maria; Ashrafi, Seema; Zefran, Mil; Steinberg, Arnold D. – IEEE Transactions on Learning Technologies, 2016
This paper describes the development and evaluation of an interactive educational program, "Tooth" "P"lacement and "I"dentification "C"oach ("ToothPIC"). The program uses a game-based learning paradigm and 3D visualization techniques to allow first year dentistry and hygiene students to get…
Descriptors: Anatomy, Dentistry, Educational Games, Graduate Students
Pages: 1  |  ...  |  460  |  461  |  462  |  463  |  464  |  465  |  466  |  467  |  468  |  ...  |  1352