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Xiaomei Li; Ruiyi Li – Innovations in Education and Teaching International, 2025
Nowadays, gamification has gained widespread acceptance in education. However, limited studies have focused on whether and how game-based learning impacts university students' creativity. This study aims to explore the relationship between university students' engagement in game-based learning and their creativity. By drawing upon flow theory…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Creativity
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Merryn Thomas; E. Urbanek; C. J. T. Ladd – Journal of Geography in Higher Education, 2025
While studies show the value of "playing" games for exploring complex geographical concepts, much less research considers the value of game "construction." Here we present the rationale, methodology and pedagogical affordances of an "intergenerational climate change game" creation assignment that formed part of a 2nd…
Descriptors: Foreign Countries, Games, Assignments, Undergraduate Students
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Wilk Oliveira; Pasqueline Dantas Scaico; Juho Hamari; Zhaoxing Li; Lei Shi – Journal of Computer Assisted Learning, 2025
Background: Gamification has been used in recent years to enhance the student experience in educational environments and to help students achieve an optimal experience. However, there is limited empirical evidence of the effects of gamification on specific psychological experiences, such as the students' flow experience, which is a highly…
Descriptors: Gamification, Learning Management Systems, Game Based Learning, Student Experience
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Leilei Liang; Tongshuang Yuan; Kai Liu; Chengbin Zheng; Junsong Fei; Songli Mei – Youth & Society, 2025
The purpose of this study was to validate a proposed theoretical model of adolescent internet gaming disorders from a reality-virtual perspective. A questionnaire survey was conducted using random stratified cluster sampling on 3,058 middle school students with internet gaming experience, drawn from four middle schools in a province in northern…
Descriptors: Early Adolescents, Middle School Students, Self Concept, Computer Simulation
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Darian Stapleton; Thalia R. Goldstein – Journal of Creative Behavior, 2025
Understanding the impacts of digital media such as video games is critical for scholarship during the digital transformation. While the literature on the effects of video games continues to grow, there is little work on positive effects, including creativity, either as an outcome from or process within games. Video games are a media type that…
Descriptors: Video Games, Creativity, Problem Solving, Play
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Ali M. Alelaimat; Halah M. Al Ghwairy – Educational Process: International Journal, 2025
Background/purpose: This study aimed to identify the role of parental involvement in the learning experiences of children in Zarqa when playing educational games in improving the interaction of those children. Materials/methods: The researchers adopted quantitative and qualitative approaches. They used a questionnaire that consisted of three…
Descriptors: Foreign Countries, Kindergarten, Preschool Children, Private Schools
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Elke Schneider; Andrea Kulmhofer – Dimensions of Early Childhood, 2025
Explicit prefix-root-suffix (PRS) vocabulary instruction presents a crucial foundation for more equitable academic success given today's wide ranges of learner needs in early childhood education settings. This article raises awareness of the benefits of explicit PRS vocabulary instruction from early grades on by sharing a selected number of…
Descriptors: Vocabulary Development, Early Childhood Education, Vocabulary, Instruction
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Lucas D. Wilmshurst; Lauren Clunie; Kieron Brand; Chandini Parsan Chand; Kat A. Sanders – Anatomical Sciences Education, 2025
Entertainment is deeply rooted in education, from wise-cracking teachers to health documentaries. In the context of anatomy, this already complex relationship is entwined with deeply significant ethical considerations, often related to the field's reliance on human tissue, yet it remains unexplored. This study aimed to understand anatomists'…
Descriptors: Anatomy, Ethics, Science Education, Public Education
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Patrick Cafferty – HAPS Educator, 2025
Office hours are a widely used, optional form of academic support that allow students to meet with their instructors outside of class time. Despite evidence that students benefit from student-faculty interactions, instructors broadly report that office hour attendance is poor. This article describes the implementation of a weekly "Alternative…
Descriptors: Undergraduate Students, Student Participation, College Faculty, Academic Support Services
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Tadayon, Manie; Pottie, Gregory J. – IEEE Transactions on Education, 2020
Contributions: Prior studies on education have mostly followed the model of the cross-sectional study, namely, examining the pretest and the posttest scores. This article shows that students' knowledge throughout the intervention can be estimated by time-series analysis using a hidden Markov model (HMM). Background: Analyzing time series and the…
Descriptors: Prediction, Performance, Educational Games, Markov Processes
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Ravyse, Werner Siegfried; Blugnaut, A. Seugnet; Botha-Ravyse, Chrisna R. – International Journal of Game-Based Learning, 2020
This study aimed to identify and rank the serious game fidelity themes that should be considered for retaining both the learning potential and predicted market growth of serious games. The authors also investigated existing links between fidelity and AI. The methodology unraveled serious game fidelity through the co-development of a theory- and…
Descriptors: Fidelity, Artificial Intelligence, Educational Games, Computer Games
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Naul, Emily; Liu, Min – Journal of Educational Computing Research, 2020
Literature has shown that immersive learning environments such as digital educational games and simulations often incorporate storytelling elements in their designs as narrative can be an effective way of making learning more meaningful to students. The purpose of this study is to review the literature on the role narrative can play in the…
Descriptors: Story Telling, Educational Games, Computer Games, Learner Engagement
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Maree Howard; Shahid A. Akhund – International Journal of Child Care and Education Policy, 2024
Background: Many governments worldwide have established guidelines regarding children's physical activity and sedentary behaviors linked to positive health outcomes. While research has established low adherence to these guideline levels, it is unclear whether parents' knowledge, perceptions, and support around these behaviors might be barriers to…
Descriptors: Children, Parents, Knowledge Level, Parent Attitudes
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Katerina Rusevska; Lambe Barandovski; Vladimir M. Petruševski; Aleksandra Naumoska; Slavica Tofilovska; Marina Stojanovska – Center for Educational Policy Studies Journal, 2024
A game-based approach is widely used to increase students' motivation through their active participation, whereby research is interwoven with fun and competition is incorporated with cooperation. Working in teams or groups encourages students to exchange their opinions, to try to find solutions together or to win a game. In this way, they learn…
Descriptors: Foreign Countries, Elementary School Students, Secondary School Students, Game Based Learning
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Fengfeng Ke; Chih-Pu Dai; Luke West; Yanjun Pan; Jiabei Xu – Journal of Educational Computing Research, 2024
Students frequently struggled with the mathematizing process -- forging connections between implicit and explicit mathematical thinking -- when solving a context-rich applied problem. The current research investigated how students interact with and leverage purposively designed "mathematizing" supports when solving applied math problems…
Descriptors: Game Based Learning, Educational Environment, Problem Solving, Mathematics Education
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