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Liu, Tsung-Yu – Interactive Learning Environments, 2016
This study investigates how educational games impact on students' academic performance and multimedia flow experiences in a computer science course. A curriculum consists of five basic learning units, that is, the stack, queue, sort, tree traversal, and binary search tree, was conducted for 110 university students during one semester. Two groups…
Descriptors: Educational Games, Computer Simulation, Computer Software, Computer Science Education
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Bose, Kabita; Seetso, Grace – South African Journal of Childhood Education, 2016
This article presents a study regarding preschool teachers' skills and competencies in teaching science and mathematics. The aim of the project was twofold; one to find out the preschool teachers' knowledge about mathematics and science concepts and then to develop support material to empower them with skills and competencies to teach these…
Descriptors: Foreign Countries, Preschool Teachers, Preschool Education, Science Instruction
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Watson, William; Yang, Sha – Journal of Interactive Learning Research, 2016
This study explored inhibiting factors teachers in the United States have encountered or perceived using games for instruction, and how teacher perceptions of barriers were influenced by their gender, teaching level and experience with using games. Initially, 15 teachers who had utilized games in the K-12 classroom were interviewed. Based on the…
Descriptors: Barriers, Educational Games, Gender Differences, Elementary Secondary Education
Korkmaz, Özgen – Online Submission, 2016
The aim of the study was to present the effect of Lego Mindstorms Ev3 based design activities on students' attitudes towards learning computer programming, self-efficacy beliefs and levels of academic achievement. The research is a pretest-posttest with control group semi-experimental study. The study group of the research consisted of 53 students…
Descriptors: Programming, Design, Student Attitudes, Computer Science Education
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Yassine-Diab, Nadia; Alazard-Guiu, Charlotte; Loiseau, Mathieu; Sorin, Laurent; Orliac, Charlotte – Research-publishing.net, 2016
In a design-based research approach (Barab & Squire, 2004), we are currently developing the first prototype of a collaborative Language for Specific Purposes (LSP) website. It focuses on technical vocabulary to help students master any field of LSP better. "Check Your Smile" is a platform aggregating various types of gameplays for…
Descriptors: Cooperative Learning, Languages for Special Purposes, Web Sites, Educational Trends
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Spires, Hiller A.; Rowe, Jonathan P.; Mott, Bradford W.; Lester, James C. – Journal of Educational Computing Research, 2011
Targeted as a highly desired skill for contemporary work and life, problem solving is central to game-based learning research. In this study, middle grade students achieved significant learning gains from gameplay interactions that required solving a science mystery based on microbiology content. Student trace data results indicated that effective…
Descriptors: Problem Solving, Hypothesis Testing, Microbiology, Educational Technology
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Dahya, Negin; Jenson, Jennifer; Fong, Katrina – Review of Education, Pedagogy & Cultural Studies, 2017
Few studies compare educational programming designed on principles of inclusive pedagogy and feminist practice for both girls and boys. Broadly defined, inclusive pedagogy refers to theory and practice in education that is adaptable and responsive to the intersections of difference (class, race, culture, gender, sexuality, ability) and aims to…
Descriptors: Video Games, Gender Differences, Feminism, Teaching Methods
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Benakli, Nadia; Kostadinov, Boyan; Satyanarayana, Ashwin; Singh, Satyanand – International Journal of Mathematical Education in Science and Technology, 2017
The goal of this paper is to promote computational thinking among mathematics, engineering, science and technology students, through hands-on computer experiments. These activities have the potential to empower students to learn, create and invent with technology, and they engage computational thinking through simulations, visualizations and data…
Descriptors: Calculus, Probability, Data Analysis, Computation
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Slavkov, Nikolay – International Journal of Multilingualism, 2017
This article reports on a survey with 170 school-age children growing up with two or more languages in the Canadian province of Ontario where English is the majority language, French is a minority language, and numerous other minority languages may be spoken by immigrant or Indigenous residents. Within this context the study focuses on minority…
Descriptors: Family Environment, Language Usage, Bilingualism, Multilingualism
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Lim, Yangmi; Nam, Su-Jung – Asia Pacific Journal of Education, 2017
This study analysed "The 8th Online Survey of Adolescent Health and Behaviour in 2012", which is a government-approved statistical survey of Internet use and patterns in Korea. We conducted a propensity score matching (PSM) to control for economic status differences between monocultural and multicultural families and an ANOVA to estimate…
Descriptors: Internet, Adolescents, Foreign Countries, Online Surveys
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Saula, Shamsideen Ayinla – African Educational Research Journal, 2017
Children constitute a significant proportion of any nation's population and they are the inheritors of the society. In Nigeria, children hold a great thrust for the future. This paper examined various methods by adult educators in curbing violence among children through various adult education programmes such as literacy education, fundamental…
Descriptors: Violence, Foreign Countries, Prevention, Adult Education
Espinoza Morales, Cecilia – ProQuest LLC, 2017
This research investigates students' learning about the electron transport chain (ETC) process in photosynthesis by watching a video followed by playing a serious board game-Electron Chute- that models the ETC process. To accomplish this goal, several learning outcomes regarding the misconceptions students' hold about photosynthesis and the ETC…
Descriptors: Teaching Methods, Video Technology, Games, Scientific Concepts
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Kickmeier-Rust, M. D.; Albert, D. – Journal of Computer Assisted Learning, 2010
The idea of utilizing the rich potential of today's computer games for educational purposes excites educators, scientists and technicians. Despite the significant hype over digital game-based learning, the genre is currently at an early stage. One of the most significant challenges for research and development in this area is establishing…
Descriptors: Feedback (Response), Research and Development, Educational Games, Learning Experience
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Iacovides, Ioanna; Aczel, James; Scanlon, Eileen; Taylor, Josie; Woods, Will – International Journal of Virtual and Personal Learning Environments, 2011
Digital games can be powerful learning environments because they encourage active learning and participation within "affinity groups" (Gee, 2004). However, the use of games in formal educational environments is not always successful (O'Neil et al., 2005). There is a need to update existing theories of motivation and engagement in order…
Descriptors: Educational Technology, Technology Uses in Education, Learner Engagement, Informal Education
Nikirk, Martin – Techniques: Connecting Education and Careers (J1), 2011
"To infinity and beyond!" is the catchphrase of Buzz Lightyear, Universe Protection Unit space ranger, a character in the Disney/Pixar "Toy Story" franchise. The three films in the franchise--"Toy Story," 1993; "Toy Story 2," 1999; and "Toy Story 3," 2010--incorporate an innovative blend of many different genres, having spun off video games and…
Descriptors: Popular Culture, Toys, Video Games, Animation
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