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Chiu, Yi-hui; Kao, Chian-wen; Reynolds, Barry Lee – British Journal of Educational Technology, 2012
During the past 10 years, the number of digital game-based learning (DGBL) studies has significantly increased (Hwang & Wu, 2012). DGBL is generally found to be positive over traditional instruction (Liao, 2010) and it has had great impact on education (Prensky, 2001). The DGBL effectiveness, however, might vary according to subjects taught or…
Descriptors: Educational Games, Program Effectiveness, English (Second Language), Conventional Instruction
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Wernik, Uri – Journal of Creativity in Mental Health, 2012
In this article, a new technique for correcting poor posture is presented. Rather than intentionally increasing awareness or mobilizing willpower to correct posture, this approach offers a game using randomly drawn cards with easy daily assignments. A case using the technique is presented to emphasize the subjective experience of living with poor…
Descriptors: Mental Retardation, Human Posture, Intervention, Play
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Siller, Hans-Stefan; MaaB, Jurgen – Teaching Mathematics and Its Applications: An International Journal of the IMA, 2012
No risk, no fun--betting on sports events costs the gamblers a lot of money and brings excellent profits to those who offer the bets. Among the people who bet on a regular basis, the proportion of young adults is frighteningly high. We now suggest a concept (as part of a basic mathematics course) for acquiring the necessary mathematical knowledge…
Descriptors: Mathematics Instruction, Games, Experiential Learning, Teaching Methods
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Shih, Ching-Hsiang; Chen, Ling-Che; Shih, Ching-Tien – Research in Developmental Disabilities: A Multidisciplinary Journal, 2012
The latest researches have adopted software technology to modify the Nintendo Wii Balance Board functionality and used it to enable two people with developmental disabilities to actively perform physical activities. This study extended the latest research of the Wii Balance Board application to assess whether four people (two groups) with…
Descriptors: Physical Activities, Developmental Disabilities, Video Games, Cooperation
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Atwood-Blaine, Dana; Huffman, Douglas – International Journal of Science and Mathematics Education, 2017
This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students' interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a…
Descriptors: Educational Games, Handheld Devices, Science Teaching Centers, Science Education
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Pan, Wen Fu – Educational Technology & Society, 2017
The objective of this study was to test whether the Kinect motion-sensing interactive system (KMIS) enhanced students' English vocabulary learning, while also comparing the system's effectiveness against a traditional computer-mouse interface. Both interfaces utilized an interactive game with a questioning strategy. One-hundred and twenty…
Descriptors: Elementary School Students, English Instruction, Vocabulary Development, Control Groups
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Urun, Mehmet Faith; Aksoy, Hasan; Comez, Rasim – International Journal of Game-Based Learning, 2017
This study aimed to explore the effectiveness of a Kinect-based game called Tom Clancy's Ghost Recon: Future Soldier to investigate possible contributions of game-based learning in a virtual language classroom at a state university in Ankara, Turkey. A quasi-experimental design where the treatment group (N= 26) was subjected to kinect-based…
Descriptors: Second Language Instruction, Vocabulary Development, Games, Foreign Countries
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Nicholas, Karen; Fletcher, Jo – Journal of Research in Childhood Education, 2017
By giving early adolescents in their last 2 years of primary/elementary schooling opportunities to voice their ideas, teacher educators, school leaders, and teachers gain insight into how children view their mathematics learning. This article explores the views and aspirations of 34 11- to 13-year-old students from a range of socioeconomic schools…
Descriptors: Foreign Countries, Early Adolescents, Secondary School Students, Elementary School Students
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Everley, Suzanne; Macfadyen, Tony – Education 3-13, 2017
This study investigated perceptions that children aged 6-10 years (n = 83) have of what it means to be physically active. Ideographic research was conducted utilising drawings and interviews to understand values that are placed on participating in physical activity (PA). The article questions the idea that whilst it may be commonly accepted by…
Descriptors: Physical Activities, Play, Children, Grade 1
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Kilroy, John – International Association for Development of the Information Society, 2017
ePortfolios are emerging as an alternative to the paper based CV in the employment recruitment process. This paper reports on the findings of research project that was designed to explore the perceptions of adult jobseekers on the use of an ePortfolio as a jobseeking tool. The research project utilised a qualitative exploratory case study to…
Descriptors: Resumes (Personal), Portfolios (Background Materials), Portfolio Assessment, Job Search Methods
Yildirim, Gürkan – Online Submission, 2017
Today, it is seen that developing technologies are tried to be used continuously in the learning environments. These technologies have rapidly been diversifying and changing. Recently, virtual reality technology has become one of the technologies that experts have often been dwelling on. The present research tries to determine users' opinions and…
Descriptors: Instructional Materials, Educational Technology, Technology Uses in Education, Simulated Environment
Altammami, Osamah – ProQuest LLC, 2017
A recent study in Saudi Arabia uncovered certain prevalent health-risk behaviors amongst the adolescent population. One of the most prevalent behaviors identified by this study is health-risk dietary behavior. In general, adolescents in Saudi Arabia reported poor dietary behaviors. Furthermore, the problem of poor diet in the adolescent population…
Descriptors: Foreign Countries, Health Behavior, Eating Habits, Adolescents
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Gershenfeld, Alan – Knowledge Quest, 2011
Over the past few years a growing body of research has highlighted the potential for educational video games to foster highly engaged, effective learning in the classroom. These research reports from organizations such as the Federation of American Scientists, the National Science Foundation, and the Joan Ganz Cooney Center at Sesame Workshop…
Descriptors: Video Games, School Libraries, Learner Engagement, Educational Games
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Kim, James S.; Asher, Catherine A.; Burkhauser, Mary; Mesite, Laura; Leyva, Diana – AERA Open, 2019
This study employs a sequential multiple assignment randomized trial (SMART) design to develop an adaptive intervention with personalized print and digital content for kindergarten to Grade 2 children (n = 273). In Stage 1, we ask whether it is better for children to receive an adaptive intervention based on (a) 10 conceptually coherent texts or…
Descriptors: Computer Oriented Programs, Educational Technology, Technology Uses in Education, Randomized Controlled Trials
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Lee, Rebecca E.; Soltero, Erica G.; Ledoux, Tracey A.; Sahnoune, Iman; Saavadra, Fiorella; Mama, Scherezade K.; McNeill, Lorna H. – Journal of School Health, 2019
Background: We describe the development of sustainability via active garden education (SAGE), an early care and education (ECE) garden-based curriculum developed from a 5-year community partnership to link national health policy guidelines with ECE accreditation standards. Methods: National health guidelines and ECE accreditation standards were…
Descriptors: Sustainability, Public Policy, Guidelines, Gardening
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