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Lynch, Ronan; Mallon, Bride; Connolly, Cornelia – International Journal of Game-Based Learning, 2015
The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story.…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Teaching Methods
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Georgakis, Steve; Wilson, Rachel; Evans, John Robert – Physical Educator, 2015
The use and promotion of the term authentic assessment (AA) in the literature and among physical education (PE) practitioners is widespread. However, the meaning and application of this concept are misunderstood, in education generally, in its application to PE, and in its application to specific pedagogical approaches within PE, such as Game…
Descriptors: Student Evaluation, Evaluation Methods, Physical Education Teachers, Higher Education
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Wernholm, Marina; Vigmo, Sylvi – International Journal of Research & Method in Education, 2015
The aim of this article is to address how online tools and digital technologies can influence data collection opportunities. We are still at the early stages of piecing together a more holistic picture of the role of digital media in young people's everyday lives, especially regarding digital gaming among younger children. Digital technologies…
Descriptors: Foreign Countries, Computer Games, Data Collection, Cooperation
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Geelan, Benjamin; de Salas, Kristy; Lewis, Ian; King, Carolyn; Edwards, Dale; O'Mara, Aidan – Australian Educational Computing, 2015
Gamified learning systems are becoming increasingly common within educational institutions, however there is a lack of understanding on the elements of gamification that influence, either positively or negatively, the learning experiences of students using these systems. This study examines an existing gamified learning tool implemented within an…
Descriptors: Foreign Countries, Educational Games, Undergraduate Study, Undergraduate Students
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Braak, Willem J.; Lewin, Paul A. – Journal of Extension, 2015
Rural wealth creation and local entrepreneurship are emerging economic development approaches that bring back a sense of self-determination to rural communities. However, their potential is often greatly diminished by preconceived and opposing notions within the community on what drives economic growth. The Dollar Game is an innovative curriculum…
Descriptors: Rural Areas, Curriculum, Innovation, Community
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Nielsen, Silja; Paasonen, Susanna; Spisak, Sanna – Sex Education: Sexuality, Society and Learning, 2015
Sexting is one of the recurring causes of concern in public discussion of young people and network media. This paper builds on findings from a survey with 1269 Finnish female respondents aged 11-18 conducted using a popular online community for girls on their experiences of and views on online messages concerning sex and sexuality. Sixty-five per…
Descriptors: Role Playing, Females, Sexuality, Peer Relationship
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Hayes, Michael T.; Marino, Matthew – E-Learning and Digital Media, 2015
In this article the authors re-examine Sir Thomas More's classic book "Utopia" as a potential source of ideas and concepts for examining, understanding and imagining contemporary education. Too often the concept utopia is used to criticize an idea, perspective or image as offering a simplistic solution to a complex problem, or, at its…
Descriptors: Novels, Classics (Literature), Role of Education, Theory Practice Relationship
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Enyedy, Noel; Danish, Joshua A.; DeLiema, David – International Journal of Computer-Supported Collaborative Learning, 2015
In vision-based augmented-reality (AR) environments, users view the physical world through a video feed or device that "augments" the display with a graphical or informational overlay. Our goal in this manuscript is to ask "how" and "why" these new technologies create opportunities for learning. We suggest that AR is…
Descriptors: Simulated Environment, Physical Environment, Visual Aids, Learning
Squire, Kurt – Independent School, 2015
Games for learning are poised to enter mainstream education. Several factors driving this movement are the following: (1) Digital distribution through cloud computing services and ubiquitous connectivity which will make digital learning tools--such as games--affordable and easily accessible; (2) The proliferation of digital devices; (3) Digital…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Electronic Learning
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Yavuz, Ahmet – EURASIA Journal of Mathematics, Science & Technology Education, 2015
This study aims to investigate (1) students' trust in mathematics calculation versus intuition in a physics problem solving and (2) whether this trust is related to achievement in physics in the context of epistemic game theoretical framework. To achieve this research objective, paper-pencil and interview sessions were conducted. A paper-pencil…
Descriptors: Physics, Problem Solving, Mathematics, Intuition
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Phillips, David; Hannon, James C.; Molina, Sergio – Strategies: A Journal for Physical and Sport Educators, 2015
This article supports the use of strategy and tactics at games stage three (how to teach basic offensive and defensive strategy using small-sided games) as a best practices in physical education. Potential learning through game stages three and four (full-sided games) is only possible when teachers have advanced content knowledge to teach the…
Descriptors: Physical Education, Spatial Ability, Teaching Methods, Games
Maxlow, James Richard – ProQuest LLC, 2015
This study investigated the potential development and use of historical empathy in sixth-grade students while using the colonial-era historical education game "Mission US" and its associated learning activities. A collective case study was developed to describe and interpret students' experiences. The gathered data included the students'…
Descriptors: Elementary School Students, Grade 6, History Instruction, Empathy
Garcia, Francisco A. – ProQuest LLC, 2015
The purpose of this study was to discover how three person teams use game templates (trivia, role-play, or scavenger hunt) to socially construct knowledge. The researcher designed an experimental Internet-based database to facilitate teams creating each game. Teams consisted of teachers, students, hobbyist, and business owners who shared similar…
Descriptors: Games, Databases, Teamwork, Interaction
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de Byl, Penny – International Journal of Game-Based Learning, 2013
The compulsion to include games and game related mechanism in education is great among educators who want to engage and motivate today's students and the latest buzzword in this domain is gamification. However, without a thorough understanding of what a gamified curriculum looks like, how it can best be applied and why it might engross students,…
Descriptors: Educational Games, Higher Education, Technology Uses in Education, Student Attitudes
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Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu – IEEE Transactions on Education, 2013
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Descriptors: Cooperative Learning, Learning Motivation, Computer Games, Educational Technology
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