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Lynne Zummo; Rebecca T. Menlove; Eliana Massey – Journal of Science Education and Technology, 2024
The need for well-designed learning experiences about modern, anthropogenic climate change is great. In light of this need, many scholars have looked towards museums, arguing that as trusted institutions of informal learning, museums are uniquely positioned to support public engagement with contentious, impactful issues like climate change.…
Descriptors: Failure, Museums, Video Games, Cooperation
Mariel Anne Farrar Werner – ProQuest LLC, 2024
When multiple clients are collaboratively learning and training a shared model, incentives problems can arise. The clients may have different learning objectives and application domains, or they may be competitors whose participation in the learning system could reduce their competitive advantage. While collaborative learning is a powerful…
Descriptors: Cooperative Learning, Alignment (Education), Educational Objectives, Incentives
Alexander P. Tsiukes – ProQuest LLC, 2024
The first chapter analyzes how Premier League games in London impact demand for the city's bike-sharing system. Bike-sharing systems affect mode choice for within-city transportation. Using bike rental data from Transport for London, this chapter exploits the plausibly-exogenous timing of Premier League games to identify how proximity to stadiums…
Descriptors: Foreign Countries, Urban Areas, Transportation, Physical Activities
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Cristina Valdés-Argüelles; Aquilina Fueyo Gutiérrez; María Verdeja – Journal of Technology and Science Education, 2024
As video games have evolved, they have emerged as useful tools in areas such as education, tackling global issues through their storylines and mechanics. However, never in the history of video games, not even today, has there been parity in the proportion of women directly employed in the development of video games. This paper is part of a broader…
Descriptors: Video Games, Sex, Females, Industry
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Deni Dwi Putra; Aan Subhan Pamungkas; Hepsi Nindiasari; Maman Fathurrohman; Anne Porter – Journal of Research and Advances in Mathematics Education, 2024
This research aims to improve the numeracy abilities of secondary students after using the Labirin: the board game and students' perceptions of mathematics learning using the game. This empirical study research used a one-group pretest posttest design. The research population is all grade-8 students in one of the Islamic public secondary schools…
Descriptors: Game Based Learning, Grade 8, Numeracy, Mathematics Instruction
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Jennifer Morin; Sara Willox – Journal of Educational Technology Systems, 2024
Debriefing is a critical part of successfully implementing educational computer-based simulation games to maximize learning outcomes. Simulation game effectiveness, regarding exploring gaming characteristics and cognitive and affective impacts, has been thoroughly researched. However, debriefing is overlooked by some as time-consuming and…
Descriptors: Educational Games, Computer Simulation, Communication Strategies, Instructional Effectiveness
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Katarzyna Potega vel Zabik; Dor Abrahamson; Ilona Ilowiecka-Tanska – Digital Experiences in Mathematics Education, 2024
The O?THO exhibit, situated within the LivingLab at Copernicus Science Centre (CSC) in Warsaw, Poland, introduces visitors to the Cartesian principles of representing numerical data as points in a two-dimensional space--the coordinate system. This interactive tabletop digital exhibit takes the form of a collaborative two-player game where…
Descriptors: Foreign Countries, Numeracy, Geometry, Educational Games
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Aydin Ilhan – Journal of Global Education and Research, 2024
This study examined the relationship between physical activity, digital game addiction, and academic success among university students. Participants were university 704 students from Turkiye who did physical activity and played digital games. The sample group consisted of 704 university students (342 women and 362 men), selected through random…
Descriptors: Physical Activity Level, Video Games, Addictive Behavior, Academic Achievement
Samantha Vasy – ProQuest LLC, 2024
This qualitative case study investigates teachers' perceptions of the Good Behavior Game (GBG) intervention within the context of a special education school. The primary research question guiding this study is: What are school staff's perceptions of the Good Behavior Game in a special education school? The study employs a qualitative approach,…
Descriptors: Educational Games, Student Behavior, Special Education, Special Education Teachers
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Mouna Denden; Ahmed Tlili; Nian-Shing Chen; Mourad Abed; Mohamed Jemni; Fathi Essalmi – Interactive Learning Environments, 2024
Gamification has gained an increasing attention from researchers and practitioners in various domains including education as it can increase learners' engagement and motivation. However, little is known about how educational gamification experiences can be influenced by learners' characteristics. Therefore, this study provides a systematic…
Descriptors: Gamification, Educational Games, Educational Research, Data Collection
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Ka Ieong Lok; Hsu-Min Chiang; Yueh-Hsien Lin; Chunlian Jiang – International Journal of Developmental Disabilities, 2024
Limited special education and related services are available for children with autism spectrum disorder (ASD) in Macau, especially those who are educated in general education classrooms. No intervention study has been conducted on these children. This study was conducted to explore the relationship between a board game play intervention and board…
Descriptors: Foreign Countries, Children, Autism Spectrum Disorders, Games
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Mari-Liisa Parder; Pieter Gryffroy; Marten Juurik – Research Ethics, 2024
The growing importance of researching online activities, such as cyber-deviance and cyber-crime, as well as the use of online tools (e.g. questionnaires, games, and other interactive tools) has created new ethical and legal challenges for researchers, which can be even more complicated when researching adolescents. In this article, we highlight…
Descriptors: Foreign Countries, Crime Prevention, Ethics, Computer Security
Jared Vasil – ProQuest LLC, 2024
Successful reference relies on being appropriately informative for listeners. What factors influence informativeness? For example, what factors influence the decision to refer to a ball with the less informative phrase "it," as opposed to the more informative phrase "the red ball"? The present dissertation proposes and…
Descriptors: Young Children, Language Usage, Educational Games, Behavior Patterns
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Hannah Elizabeth Kirk; Sally Richmond; Tori Gaunson; Meg Bennett; Alan Herschtal; Mark Bellgrove; Kim Cornish – Journal of Attention Disorders, 2024
Objective: Growing evidence suggests digital interventions may provide neurocognitive benefits for children with ADHD. This study aimed to investigate the efficacy of a digital attention intervention in children with ADHD. Method: In this double-blind randomized controlled trial 55 children with ADHD (5-9 years) were allocated to the intervention…
Descriptors: Attention Deficit Hyperactivity Disorder, Intervention, Attention, Young Children
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Jaime Balladares; Martín Miranda; Karen Cordova – Early Years: An International Journal of Research and Development, 2024
The study evaluated the effects of board games on children in a range of cognitive areas, considering both inclusion (i.e. pre- and post-comparisons, playing style [board games], participants belonging to PreKinder and Kindergarten, and experimental approach) and exclusion criteria (i.e. video games). Nineteen articles were selected using both…
Descriptors: Games, Mathematics Skills, Preschool Children, Kindergarten
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