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Sánchez-Mena, Antonio; Martí-Parreño, José; Aldás-Manzano, Joaquín – Electronic Journal of e-Learning, 2017
Educational video games (EVGs) are gaining momentum as a means of increasing students' motivation in their learning process. Nevertheless, teachers might face several barriers that dissuade them from using educational video games in their courses. This study analyses factors affecting teachers' behavioural intention to use educational video games…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
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McKenzie, Emily; Symonds, Matthew L.; Fink, Kevin; Tapps, Tyler – Strategies: A Journal for Physical and Sport Educators, 2017
The purpose of this article is to share three challenge-based lesson plans that can be implemented by physical educators in their classroom. Each of the lesson examples addresses the three learning domains: psychomotor, cognitive and affective. Additionally, each lesson is aligned with SHAPE America's National Standards for K-12 Physical…
Descriptors: Physical Education, Outcomes of Education, Physical Education Teachers, Elementary Secondary Education
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Audebrand, Luc K.; Camus, Annie; Michaud, Valérie – Journal of Management Education, 2017
Although the paradox perspective is gaining increasing attention among management scholars, most of us continue to struggle with addressing this challenging topic in the classroom, as it seems out of reach for many students. In this article, we describe a potentially beneficial way to approach paradoxical thinking in management education: teaching…
Descriptors: Cooperatives, Business, Logical Thinking, Administrator Education
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Harding, Susan-Marie E.; Griffin, Patrick E.; Awwal, Nafisa; Alom, B. M. M.; Scoular, Claire – AERA Open, 2017
This study describes an online method of measuring individual students' collaborative problem-solving abilities using four interactive mathematics-based tasks, with students working in pairs. Process stream data were captured from 3,000 students who completed the tasks in the United States, Australia, Canada, Costa Rica, Singapore, and Finland.…
Descriptors: Mathematics Instruction, Problem Solving, Cooperative Learning, Secondary School Mathematics
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Kusuma, I. Putu Indra – Journal of English as an International Language, 2017
This paper presents an innovation of language games for practicing English vocabulary mastery. The main focus of the study was to investigate the development of Monolary (The given name toward the game) while specifically, it focused on: (1) investigating the media and games used in teaching vocabulary; (2) investigating the development of…
Descriptors: Elementary School Students, Second Language Learning, Second Language Instruction, English (Second Language)
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Ruth Lemon – Teachers and Curriculum, 2017
This opinion piece aims to grow awareness of a range of technological initiatives that are supporting Maori language regeneration. These initiatives have been chosen because they have communities of users. This piece could be useful to educators who want to learn about the options that are available in this area, or students of Maori language for…
Descriptors: Malayo Polynesian Languages, Language Maintenance, Foreign Countries, Video Games
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Sirakaya, Mustafa; Kiliç Çakmak, Ebru – Malaysian Online Journal of Educational Technology, 2018
This study aimed at identifying the attitudes of secondary school students toward AR applications and to investigate the change in these attitudes according to different variables. The study also aspired to determine the relationship between attitudes toward AR and achievement. The general survey model was used in the study. The study group was…
Descriptors: Simulated Environment, Student Attitudes, Secondary School Students, Educational Technology
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Primus, Dirk J.; Sonnenburg, Stephan – Creativity Research Journal, 2018
The flow experience can be an important precursor to high levels of creativity and innovation. Prior work has identified and conceptualized the key elements of the flow experience in cocreative activities as individual flow corridor, individual flow feeling, and group flow. Surprisingly, the flow experience is underrepresented in theory and…
Descriptors: Creative Thinking, Toys, Teaching Methods, Educational Games
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DeFalco, Jeanine A.; Rowe, Jonathan P.; Paquette, Luc; Georgoulas-Sherry, Vasiliki; Brawner, Keith; Mott, Bradford W.; Baker, Ryan S.; Lester, James C. – International Journal of Artificial Intelligence in Education, 2018
Tutoring systems that are sensitive to affect show considerable promise for enhancing student learning experiences. Creating successful affective responses requires considerable effort both to detect student affect and to design appropriate responses to affect. Recent work has suggested that affect detection is more effective when both physical…
Descriptors: Psychological Patterns, Stress Variables, Educational Games, Intelligent Tutoring Systems
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Won, Eun-Sok; Kim, Jeong-Ryeol – International Journal of Mobile and Blended Learning, 2018
This article suggests an efficient self-directed learning method that will help improve students' actual English ability by adopting Facebook, which is one of the most represented social networking services (SNS). The purpose of this article is to present a practical way in which to implement SNS-based, self-directed English learning by applying…
Descriptors: Social Media, Educational Technology, Technology Uses in Education, Adult Learning
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Hartley, Calum; Fisher, Sophie – Journal of Autism and Developmental Disorders, 2018
This study investigated whether children with autism spectrum disorder (ASD) and typically developing children matched on receptive language share resources fairly and reciprocally. Children completed age-appropriate versions of the Ultimatum and Dictator Games with real stickers and an interactive partner. Both groups offered similar numbers of…
Descriptors: Autism, Pervasive Developmental Disorders, Children, Social Development
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Oh, Seungjae; So, Hyo-Jeong; Gaydos, Matthew – IEEE Transactions on Learning Technologies, 2018
The goal for this research is to articulate and test a new hybrid Augmented Reality (AR) environment for conceptual understanding. From the theoretical lens of embodied interaction, we have designed a multi-user participatory simulation called ARfract where visitors in a science museum can learn about complex scientific concepts on the refraction…
Descriptors: Simulated Environment, Museums, Sciences, Scientific Concepts
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Noroozi, Omid – Innovations in Education and Teaching International, 2018
This study explores whether and how higher education students with various epistemic beliefs engage in argumentative discourse and shift their attitude within a digital dialogue game. Students were assigned to groups of four or five and asked to argue and explore various perspectives of four controversial issues of environmental education in four…
Descriptors: Attitude Change, Student Attitudes, Epistemology, Higher Education
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Moore, Robert L.; Blackmon, Stephanie J.; Markham, James – Journal of Interactive Learning Research, 2018
Technology integration has significantly influenced the way students access and retain knowledge gained in the classroom (Ahmed, 2016). This is particularly relevant in classrooms for adult learners who engage in continuing education. This paper used a descriptive case study (Yin, 2014) to share how an instructor utilized mobile learning with a…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
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Mettis, Kadri; Väljataga, Terje – International Association for Development of the Information Society, 2018
Outdoor learning activities are very time consuming for teachers to prepare and difficult to manage, especially when the activity takes place in a non familiar environment for instance zoos. M-learning could help teachers to conduct outdoor education by involving learners in the creation and orchestration of artefacts (game). For that it is…
Descriptors: Game Based Learning, Outdoor Education, Learning Activities, Telecommunications
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