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Marnin-Distelfeld, Shahar – Journal of Education, 2020
This article deals with the card game "We Were Once" featuring the history of Kiryat Tivon. The game's components embody values expected to promote a sense of significance toward history among its young players. It consists of archival photos divided into 10 quartets: founders, mayors, beginnings, significant women, public buildings,…
Descriptors: History Instruction, Foreign Countries, Visual Literacy, Game Based Learning
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Spieler, Bernadette; Grandl, Maria; Ebner, Martin; Slany, Wolfgang – Electronic Journal of e-Learning, 2020
Knowledge in Computer Science (CS) is essential, and companies have increased their demands for CS professionals. Despite this, many jobs remain vacant. Furthermore, computational thinking (CT) skills are required in all contexts of problem solving. A further serious problem arises from the gender disparity in technology related fields. Even if…
Descriptors: Computer Science Education, Online Courses, College Freshmen, Foreign Countries
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Firdaus, Faizah; Subchan, Wachju; Narulita, Erlia – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2020
Strengthening STEM [science, technology, engineering, and mathematics]-oriented learning is necessary for 21st century, so the development of appropriate learning models must be carried out. The aim of this study were analyzed validity, effectiveness, and practicality of STEM-based Team Games and Tournament (TGT) learning model towards the…
Descriptors: STEM Education, Game Based Learning, Teamwork, Cooperative Learning
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Ang, Jayden Wei Jie; Ng, Yin Ni Annie; Liew, Rou Shen – Journal of Chemical Education, 2020
An escape room uses a game-based active learning approach to develop students' critical thinking and problem-solving skills in an immersive environment. An escape room was developed to provide an innovative method to reinforce concepts in chemical bonding for a first-year general chemistry course. Because of the COVID-19 pandemic, it was…
Descriptors: Game Based Learning, Skill Development, Critical Thinking, Problem Solving
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Damjana, Lampe; Kozina, Francka Lovšin – Science Education International, 2020
In a consumer society, educating children for a healthy lifestyle is challenging for the teacher. Daily, children are exposed to large amounts of information (including misinformation) and the field of healthy eating is no exception. The teacher must, therefore, develop good teaching strategies that include informative/innovative teaching tools.…
Descriptors: Game Based Learning, Nutrition, Merchandise Information, Foreign Countries
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Neuts, Bart – Schole: A Journal of Leisure Studies and Recreation Education, 2020
Cities are multifunctional entities, catering to diverse activities and populations. As a result, urban redevelopment strategies often carry important externalities and inclusive processes should be established to move from a traditional planned city to a co-productive city. The following article presents a gamification exercise as a learning…
Descriptors: Urban Planning, Stakeholders, Game Based Learning, Urban Renewal
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Plump, Carolyn M.; Meisel, Steven I. – Management Teaching Review, 2020
A constant challenge for faculty is to gain and to hold student interest so that substantive learning can occur. One way to achieve this is through the use of games. This article describes an escape room activity for the classroom that is modeled after commercial escape rooms. This fun, single-session team dynamics exercise can be used in an…
Descriptors: Game Based Learning, Learner Engagement, Retention (Psychology), College Students
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Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2019
In a game-based learning (GBL) environment for seventh-grade students, this study investigated the impact of competition, engagement in games, and the relationship between the two on students' in-game performance and flow experience, which, in turn, impacted their science learning outcomes. Structural equation modeling was employed to test a…
Descriptors: Learner Engagement, Academic Achievement, Student Motivation, Game Based Learning
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Hsu, Tzu-Yuan; Chiou, Guey-Fa – Journal of Educational Multimedia and Hypermedia, 2019
The purpose of this study was to investigate pre-service teachers' perceptions of digital game-supported learning (DGSL). A survey questionnaire was developed to investigate those perceptions. The questionnaire consisted of four dimensions: teachers' prior digital game-playing experience, attitudes toward digital gaming, digital gaming…
Descriptors: Preservice Teachers, Computer Games, Student Attitudes, Game Based Learning
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Keehn, Suzanne; Claggett, Stuart – Journal of Applied Testing Technology, 2019
The educational game industry struggles from a lack of standardization around collecting, analyzing and managing student learning data, which is potentially jeopardizing millions of dollars of investment in educational games. Investors, administrators, and educators require data to support quantitative and qualitative learning measurement in…
Descriptors: Educational Games, Game Based Learning, Data Collection, Elementary Secondary Education
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Ng, Chen Feng – Journal of Economic Education, 2019
In this article, the author describes the structure and content of a video game that she developed for a hybrid principles of microeconomics course that consists of two 50-minute lectures and a 50-minute online portion per week. The game comprises seven modules, each of which was assigned to be played during the course of the semester for the…
Descriptors: Microeconomics, Economics Education, Video Games, Instructional Materials
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Zainuddin, Zamzami; Farida, Ratna; Keumala, Cut Muftia; Kurniawan, Rudi; Iskandar, Hadi – Interactive Technology and Smart Education, 2022
Purpose: This study aims to present research evidence on the relevance of online gamification flip learning as a pedagogical instruction in promoting learning engagement when college students are impacted by the coronavirus pandemic. In this study, a gamified formative assessment was used to examine learner engagement and to evaluate the…
Descriptors: Synchronous Communication, Electronic Learning, Flipped Classroom, Formative Evaluation
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Magana, Alejandra J.; Hwang, Jisoo; Feng, Shi; Rebello, Sanjay; Zu, Tianlong; Kao, Dominic – Journal of Computer Assisted Learning, 2022
Background: Previous work has identified that the benefits of learning with videogames and learning from simulations. However, recent meta-analytic work has also identified that little research directly compares learning with videogames and learning with simulations. Objectives: This study examines two learning technologies and their corresponding…
Descriptors: Computer Simulation, Computer Games, Video Games, Inquiry
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Thapliyal, Monika; Ahuja, Neelu Jyothi; Shankar, Achyut; Cheng, Xiaochun; Kumar, Manoj – Journal of Computing in Higher Education, 2022
This paper presents the ontological design and implementation of the differentiated learning environment in the domain model of an intelligent tutoring system for children with specific learning disabilities. It addresses the learners need for differentiated instruction in a preferential learning environment. The proposed model helps to identify…
Descriptors: Individualized Instruction, Intelligent Tutoring Systems, Students with Disabilities, Learning Disabilities
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Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
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