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Bakker, Marjoke; Van den Heuvel-Panhuizen, Marja; Robitzsch, Alexander – British Journal of Educational Technology, 2015
This paper describes a dataset consisting of longitudinal data gathered in the BRXXX project. The aim of the project was to investigate the effectiveness of online mathematics mini-games in enhancing primary school students' multiplicative reasoning ability (multiplication and division). The dataset includes data of 719 students from 35 primary…
Descriptors: Longitudinal Studies, Web Based Instruction, Educational Games, Mathematics Instruction
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Greenlaw, Jim – Educational Philosophy and Theory, 2015
If Neil Postman, were alive today, what would he say to Prensky, the originator of the term, "digital native", about the ways in which teachers should approach the wonders and perils of e-learning in their classrooms? As the Dean of a faculty of education which is devoted to both creating and critiquing a variety of digital teaching and…
Descriptors: Electronic Learning, Teaching Methods, Accountability, Technology Uses in Education
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Richards, Bedelia; Camuso, Lauren – International Journal of Teaching and Learning in Higher Education, 2015
Although social inequality is critical to the study of sociology, it is particularly challenging to teach about race, class and gender inequality to students who belong to privileged social groups. Simulation games are often used successfully to address this pedagogical challenge. While debriefing is a critical component of simulation exercises…
Descriptors: Cultural Capital, Simulation, Teaching Methods, Social Differences
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Kumara, W. G. C. W.; Wattanachote, Kanoksak; Battulga, Batbaatar; Shih, Timothy K.; Hwang, Wu-Yuin – International Journal of Distance Education Technologies, 2015
With the advancements of the human computer interaction field, nowadays it is possible for the users to use their body motions, such as swiping, pushing and moving, to interact with the content of computers or smart phones without traditional input devices like mouse and keyboard. With the introduction of gesture-based interface Kinect from…
Descriptors: Technology Uses in Education, Evaluation Methods, Questionnaires, Man Machine Systems
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Evans, Michael A.; Nino, Miguel; Deater-Deckard, Kirby; Chang, Mido – Asia-Pacific Education Researcher, 2015
This case study uses the Technological Pedagogical Content Knowledge (TPACK) framework to describe how teachers from two contiguous school districts in southwest Virginia implemented "The CandyFactory," an iPad-specific learning game that focuses on pre-algebraic concepts, particularly fraction knowledge. As a result of this…
Descriptors: Case Studies, Pedagogical Content Knowledge, Technological Literacy, School Districts
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Cornillie, Frederik; Desmet, Piet – Research-publishing.net, 2015
A key design issue for tutorial CALL is that controlled practice activities need to engage learners in meaningful L2 processing, so that any knowledge developed in such practice may transfer to meaningful L2 use in complex skills. Furthermore, activities for controlled practice ideally engender intrinsic motivation, so that learners are willing to…
Descriptors: Computer Assisted Instruction, Educational Games, Teaching Methods, Technology Uses in Education
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Mehregan, Masoumeh – IAFOR Journal of Language Learning, 2014
The present study attempted to investigate the impact of language games on the vocabulary achievement of Iranian learners. The study also examined the possible differences between male and female participants in terms of their vocabulary learning in game-based tasks. To this end, 40 young language learners (comparison group = 20 and experimental…
Descriptors: Foreign Countries, Educational Games, Vocabulary Development, Second Language Instruction
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Kiili, Kristian; Ketamo, Harri; Koivisto, Antti; Finn, Enda – International Journal of Game-Based Learning, 2014
This paper presents the first findings from Math Elements user experience (UX) studies. Math Elements is a game that makes the whole Finnish maths K-2 curriculum (kindergarten and primary school grades 1 and 2) available for players all over the world. The game is based on teachable agent approach, which means that in the game players can teach…
Descriptors: Mathematics Instruction, Games, Teaching Methods, Handheld Devices
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Nikkelen, Sanne W. C.; Valkenburg, Patti M.; Huizinga, Mariette; Bushman, Brad J. – Developmental Psychology, 2014
There are several theoretical reasons to believe that media use might be related to attention-deficit/hyperactivity disorder (ADHD) or ADHD-related behaviors (i.e., attention problems, hyperactivity, and impulsivity). Although studies into the media--ADHD relationship have accumulated, they have yielded inconsistent results. Therefore, we still do…
Descriptors: Attention Deficit Hyperactivity Disorder, Mass Media Effects, Correlation, Children
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Dykens, Elisabeth M. – Journal of Autism and Developmental Disorders, 2014
Although hyperphagia and compulsivity in Prader-Willi syndrome (PWS) are well described, recreation and adaptive skills are relatively unexplored. Parents of 123 participants with PWS (4--48 years) completed measures of their child's adaptive, recreation, and problem behaviors. Offspring received cognitive testing. Watching TV was the most…
Descriptors: Genetic Disorders, Developmental Disabilities, Body Composition, Measures (Individuals)
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Hammond, Thomas; Bozdin, Alec M.; Stanlick, Sarah E. – Social Studies, 2014
Latitude and longitude are foundational concepts for geography education, yet they are typically poorly understood by students and receive indifferent attention from instructors and publishers' materials. Social studies teachers can take advantage of increasingly ubiquitous geolocating devices such as Global Positions Systems (GPS) to provide…
Descriptors: Geography, Geography Instruction, Geographic Location, Facilities
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Ekiaka Nzai, Valentin; Reyna, Concepción – Journal of Latinos and Education, 2014
Teaching reading and vocabulary to Mexican American children in the United States of America today requires an acknowledgment of historical social injustice that continues to affect many communities in South Texas. This article debriefs some vocabulary teaching strategies--such as mnemonics and game play under the learning centers…
Descriptors: Mexican Americans, Teaching Methods, English (Second Language), Second Language Instruction
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Voulgari, Iro; Komis, Vassilis; Sampson, Demetrios G. – Educational Technology Research and Development, 2014
Over the past decade research has recognised the learning potential of massively multiplayer online games (MMOGs). MMOGs can be used by the technology-enhanced learning research community to study and identify good educational practices that may inspire engaging, creative and motivating approaches for education and learning. To this end, in this…
Descriptors: Computer Games, Educational Technology, Teaching Methods, Student Attitudes
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Chen, Ming-Puu; Wong, Yu-Ting; Wang, Li-Chun – Educational Technology Research and Development, 2014
The purpose of this study was to examine the effects of the type of exploratory strategy and level of prior knowledge on middle school students' performance and motivation in learning chemical formulas via a 3D role-playing game (RPG). Two types of exploratory strategies-RPG exploratory with worked-example and RPG exploratory without…
Descriptors: Middle School Students, Chemistry, Scientific Concepts, Mathematical Formulas
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Ward, Gavin – Sport, Education and Society, 2014
This article examines Movement Culture as an approach to support teachers in exploring the integration of Sport as a medium for learning within Physical Education. By avoiding the need to draw clearly defined lines between Physical Education and Sport, Movement Culture embraces both. It acknowledges the need for subject matter in Physical…
Descriptors: Physical Education, Movement Education, Athletics, Educational Practices
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