NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 1,456 to 1,470 of 20,272 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Handayani, Prathini Khafifah; Arip, Asep Ginanjar; Nur, Sofyan Hasanuddin – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2022
The students' explaining skill is interrelated with their conceptual understanding. This study aimed to determine the effect of the implementation of the student facilitator and explaining model assisted by the media game on the students' explaining skills related to environmental pollution. This quasi-experimental research was using a pre-test…
Descriptors: Concept Formation, Educational Games, Computer Games, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Robertson, Wendy M. – Journal of Geoscience Education, 2022
Understanding the global water cycle is fundamental to Earth systems literacy and fostering an informed citizenry; however, students often struggle with terminology, the role of key processes, and estimating the physical and temporal scales, leaving knowledge gaps that impair comprehension. The Hydrologic Cycle Game is a pedagogical tool for…
Descriptors: Learner Engagement, Comprehension, Water, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Akbar, Fitrawan; Kusumasari, Bevaola – Policy Futures in Education, 2022
The study of video games can be fun, and it is interesting to see what players can explore inside video games. This paper explores public policy practice and its political content or aspects in video games. The very idea itself may sound vague and unclear; can such a thing be found inside a mere video game? To strengthen the argument of what kind…
Descriptors: Public Policy, Video Games, Political Influences, Ideology
Peer reviewed Peer reviewed
Direct linkDirect link
Fencl, Matthew – Strategies: A Journal for Physical and Sport Educators, 2022
U.S. public schools are continually becoming more diverse, and the need for teachers to develop culturally sensitive learners who exhibit responsible personal and social behavior is now as important as ever. As children often enjoy socializing and learning through physical activity, the physical education classroom is an opportune location to…
Descriptors: Multicultural Education, Game Based Learning, Physical Education, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Korsakova, Ekaterina; Sokolovskaya, Olga; Minakova, Daria; Gavronskaya, Yulia; Maksimenko, Nadezhda; Kurushkin, Mikhail – Journal of Chemical Education, 2022
The global pandemic complicated both learning chemistry and, importantly, preparation for examinations. One of the problems which students face is the lack of teachers' attention, whereas the implementation of such distance learning technology as a chatbot represents one possible solution. The Chemist Bot was created specifically to help Russian…
Descriptors: Chemistry, Electronic Learning, Test Coaching, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Toh, Weimin; Lim, Fei Victor – Research and Practice in Technology Enhanced Learning, 2022
This paper explores the implications of youths' out-of-school gaming practices for teaching and learning in formal and informal learning contexts. We report on a study where we examined the video game play of two youths using a case study approach. User experience approaches, e.g. the think-aloud protocol and interviews, were grounded in the…
Descriptors: Video Games, Teaching Methods, Leisure Time, Critical Thinking
Peer reviewed Peer reviewed
Direct linkDirect link
Adams, Samantha P.; Du Preez, Ronel – Technology, Knowledge and Learning, 2022
The application of gamification for educational purposes has been widely reported with mixed results. Successful application, in most cases, is subjective and failures or mistakes are often downplayed when in reality, there is much to be learnt from these (failed) attempts. Despite the unique nature of each context and target audience,…
Descriptors: Learner Engagement, Game Based Learning, Learning Activities, Instructional Effectiveness
Johnson, Kim S. – ProQuest LLC, 2022
A leadership gender gap exists in politics, business, and higher education, and there appears to be one in collegiate esports. Researchers have conducted studies on some aspects of esports; however, we know little about women's experiences leading collegiate esports programs. The purpose of this qualitative study--a descriptive (transcendental)…
Descriptors: Experience, Females, Video Games, College Athletics
Peer reviewed Peer reviewed
Direct linkDirect link
Riggins, Camryn; Liu, Jiling – Strategies: A Journal for Physical and Sport Educators, 2022
During the elementary years, children often struggle with learning how to properly manage their emotions. Emotions affect one's cognitive and metacognitive abilities and responses to problems faced. It is important for children to learn these concepts at an early age to improve their lifelong emotional regulation abilities. Studies show that…
Descriptors: Elementary School Students, Physical Education, Emotional Response, Self Control
Peer reviewed Peer reviewed
Direct linkDirect link
Hale, Jon; Nelson, Andy – School Science Review, 2022
Plant identification is a skill that takes years to hone and develop, yet it is important in understanding diversity in biology while in school. This is highlighted when studying ecological succession in A-level biology where students are often unable to notice the different species, which leads to the production of poor-quality data, potentially…
Descriptors: Game Based Learning, Ecology, Surveys, Biology
Peer reviewed Peer reviewed
Direct linkDirect link
Jarrett, Kendall – Strategies: A Journal for Physical and Sport Educators, 2022
This article presents information relating to the use of a specific family of pedagogical approaches, namely gamebased approaches (GBAs), as a means to design physical education curricula that develops and recognizes learners as MKOs. Also discussed is Wiggins and McTighe's (2005) Understanding by Design framework and its use in designing a PE…
Descriptors: Game Based Learning, Physical Education, Curriculum Development, Curriculum Implementation
Peer reviewed Peer reviewed
Direct linkDirect link
Zhanna V. Smirnova; Zhanna V. Chaykina; Lyubov I. Kutepova; Natalia S. Andryashina; Olga M. Smetanina – Education in the Asia-Pacific Region: Issues, Concerns and Prospects, 2022
The article discusses the issue of integrating educational activities with the use of innovative teaching methods, gaming technologies. The formation of integration in educational activities is a problem that arose a long time ago and is one of the most urgent in education to this day. The main problems of modernization of education in Russia,…
Descriptors: Game Based Learning, Cognitive Processes, Learning Activities, Instructional Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Toda, Armando M.; Palomino, Paula T.; Oliveira, Wilk; Rodrigues, Luiz; Klock, Ana C. T.; Gasparini, Isabela; Cristea, Alexandra I.; Isotani, Seiji – Educational Technology & Society, 2019
One of the main goals of gamification in educational settings is to increase student motivation and engagement. To facilitate the design of gamified educational systems, in recent years, studies have proposed various approaches (e.g., methodologies, frameworks and models). One of the main problems, however, is that most of these approaches are…
Descriptors: Educational Games, Game Based Learning, Design, Taxonomy
Peer reviewed Peer reviewed
Direct linkDirect link
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
Pages: 1  |  ...  |  94  |  95  |  96  |  97  |  98  |  99  |  100  |  101  |  102  |  ...  |  1352