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Danial Hooshyar; Nour El Mawas; Yeongwook Yang – Knowledge Management & E-Learning, 2024
The use of learner modelling approaches is critical for providing adaptive support in educational computer games, with predictive learner modelling being among the key approaches. While adaptive supports have been shown to improve the effectiveness of educational games, improperly customized support can have negative effects on learning outcomes.…
Descriptors: Artificial Intelligence, Course Content, Tests, Scores
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Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
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Yuchan Gao – CALICO Journal, 2024
Content-language integration has been perceived to be an effective approach in second and foreign language learning. However, it can be challenging to implement in content classes, especially in science classrooms. Researchers have suggested using tasks and games to help design diverse opportunities for language and content learning; in…
Descriptors: Game Based Learning, Computer Assisted Instruction, Teaching Methods, Science Instruction
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Eadaoin J. Slattery; Deirdre Butler; Michael O'Leary; Kevin Marshall – Irish Educational Studies, 2024
Minecraft Education is a popular digital game-based learning platform designed for use in educational settings. This study explores teachers' experiences of using Minecraft Education as an educational tool to foster the development of key competencies and skills in students. Semi-structured interviews with Irish primary school teachers (N = 11)…
Descriptors: Game Based Learning, Video Games, Technology Uses in Education, Teaching Experience
Lubna Abdullah Alzayyat – ProQuest LLC, 2024
Leisure activities are important in assisting individuals with autism spectrum disorder (ASD) to build relationships, learn to behave socially appropriately, and acquire new interests--competences that assist in cultivating positive self-consciousness (Specht et al., 2002; Womack et al., 2011). Statistics indicate that 2.3% of 8-year-old children…
Descriptors: Arabs, Minority Group Students, Autism Spectrum Disorders, Video Games
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Julie Nurnberger-Haag; Scott A. Courtney – Electronic Journal for Research in Science & Mathematics Education, 2025
Integer arithmetic is difficult for students worldwide. Although students' integer thinking has frequently been studied, little is known about typical instructional practice for this difficult topic. Thus, to investigate what resources teachers use, we surveyed U.S. middle-grade teachers who teach negative numbers. About half the teachers said…
Descriptors: Arithmetic, Numbers, Middle School Teachers, Middle School Mathematics
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Ayse Arikan Dönmez; Afra Çalik; Kübra Terzi; Sevgisun Kapucu – Education and Information Technologies, 2025
The present pilot study aimed to develop, implement, and evaluate an escape room game for oncologic emergencies. This quasi-experimental pilot study was developed and evaluated by teachers for an oncology nursing course. A total of 76 nursing students ?participated in the study. After completing the game, students were given access to the data…
Descriptors: Puzzles, Educational Games, Undergraduate Students, Nursing Students
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Humaira Mariyam B.; V. K. Karthika – Educational Philosophy and Theory, 2025
Games are used as effective pedagogical tools in language classrooms. Gamifying language tasks can motivate learners to actively participate in the learning process. Probing how games in English language classrooms enable rhizomatic learning, this research study explores how the use of collaborative drawing, elements of gamification, and…
Descriptors: Game Based Learning, Cooperative Learning, Freehand Drawing, Visual Aids
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Drew Polly; Luke T. Reinke; Madelyn W. Colonnese; Adrianne Blackwelder – Journal of Educational Research, 2025
This study examined a 6-week intervention in which fourth grade students either played fluency games or used pictorial flashcards to develop fluency with their basic multiplication facts. Students who played fluency games showed more growth than the pictorial flashcards, but an analysis of variance showed that there was no statistically…
Descriptors: Intervention, Visual Aids, Educational Games, Multiplication
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Byron L. Zamboanga; Banan Ramarushton; Heidemarie Blumenthal; Linda Thompson; Lindsay S. Ham; John B. Bartholomew; Seth J. Schwartz; Audrey Harkness; Kaveri Subrahmanyam; Patrick McClain; Pamela Regan; Minas Michikyan – Journal of American College Health, 2025
Objective: A drinking game (DG) is a risky social drinking activity that is prevalent among university students and promotes rapid alcohol consumption. We examined university students' DG behaviors before and during the COVID-19 pandemic. Method: Students (N = 368; M[subscript age]=21.12; women = 72.6%; Hispanic = 44.7%) from seven universities…
Descriptors: Drinking, Games, College Students, Alcohol Abuse
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Tanja Fohr – Unterrichtspraxis/Teaching German, 2025
This article focuses on the multimodal support of L2 education when learners visit extracurricular learning sites. As part of a design-based research project, a team of students, cooperative partners, and the researcher developed an educational game using Actionbound to enhance on-site cultural and language education. The aim of this paper is to…
Descriptors: Second Language Learning, Extracurricular Activities, Handheld Devices, Telecommunications
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Lydia Luise Bach; Emily May Armstrong; Matt Jones – Journal of Learning Development in Higher Education, 2025
The relationship between doctoral research supervisors and their students is crucial for success during doctoral study. Supervisors face increasing complexity in managing these relationships, compounded by job precarity and the pressure to ensure timely doctoral completion. Equally, doctoral students will navigate a competitive job environment…
Descriptors: Supervisory Methods, Supervisors, Doctoral Students, Interpersonal Relationship
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Xiangna Wu; Wannaporn Siripala; Noppavan Namtubtim – Journal of Education and Learning, 2025
This study investigates the impact of interactive multimedia on Chinese character recognition skills among thirdgrade students in Beijing, China. The research aims to study the impact of incorporating mnemonics into multimedia on the acquisition of Chinese character recognition skills in Grade 3 students and to compare the skill level between…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Ideography
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Lew Zipin – Educational Philosophy and Theory, 2025
Philosophical anthropologies (PAs) -- ontological assumptions about human species-nature -- have long faced Foucauldian post-structural rejection of their value and legitimacy in explaining sociological problematics. In this article I endorse Bourdieu's resistance to a post-PA momentum, arguing that PAs need assuming in sociological research. In…
Descriptors: Educational Philosophy, Educational Anthropology, Marxian Analysis, Educational Research
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Lene Hayden Taraldsen – Mathematics Teaching Research Journal, 2025
The aim of this study is to understand teacher education students' experience with an introduction to use of escape room as a didactic tool in mathematics, and to gain insight on the impact of such an introduction on teacher education students' development as mathematics teachers. Escape room is a new, game-based, didactic tool in school that…
Descriptors: Preservice Teachers, Mathematics Instruction, Preservice Teacher Education, Foreign Countries
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