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Chawin Chukusol; Prachyanun Nilsook; Panita Wannapiroon – International Education Studies, 2024
This study focuses on the development and evaluation of a challenge-based hybrid learning approach utilizing a virtual board games platform to enhance international standard student competency. Our research applies educational management theories to challenge-based learning, providing learners with diverse opportunities for engagement,…
Descriptors: Blended Learning, Game Based Learning, Problem Solving, Learner Engagement
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Johanna Nyman; Sanna Salanterä; Miko Pasanen; Heidi Parisod – Health Education & Behavior, 2024
Smoking poses a significant threat to adolescent health because of its immediate and long-term detrimental health effects. Smoking refusal self-efficacy predicts smoking behavior in adolescence. In adolescents' health education, digital interventions are potential tools to support smoking refusal self-efficacy. The aim of this two-arm cluster…
Descriptors: Smoking, Self Efficacy, Health Behavior, Intervention
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Kate Swartz – Communication Teacher, 2024
This activity offers students a way to engage in cover letter writing, familiarizing themselves with the style and content of these documents in a creative, fictional scenario. Students will both prepare letters and evaluate them, with options to vary the gamification of the activity included. During the debrief, students assess their experience…
Descriptors: Writing Instruction, Business Communication, Organizational Communication, Letters (Correspondence)
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Alonso, Gabriela; Schroeder, Kersten T. – Biochemistry and Molecular Biology Education, 2020
The transition to remote-teaching online for Molecular Biology has forced active learning exercises like Escape Rooms to also move online. In the past, Escape Rooms have been an effective tool for students to help reinforce concepts they learned in Molecular Biology. We propose that there is a way for Escape Rooms to be moved to an online setting…
Descriptors: Active Learning, Virtual Classrooms, Molecular Biology, Educational Games
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Olfa Tounsi; Anis Ben Chikha; Abdessalem Koubaa; Omar Trabelsi; Liwa Masmoudi; Haitham A. Jahrami; Cain C. T. Clark; Khaled Trabelsi; Mourad Bahloul – International Journal of Disability, Development and Education, 2025
The Good Behaviour Game (GBG) is an interdependent group contingency intervention, previously shown to be effective in managing students' behaviour across several studies. An ABAB withdrawal design was implemented to examine the effects of the GBG on the engagement and disruptive behaviours of 12 students diagnosed principally with a mild…
Descriptors: Students with Disabilities, Mild Intellectual Disability, Physical Education, Self Contained Classrooms
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Amir Rastpour; Abraham Amini – Journal of Statistics and Data Science Education, 2025
We develop a spreadsheet-based game to illustrate fundamental statistical concepts in the first class of an undergraduate Statistics course to motivate students about the topics that they will learn in upcoming classes. This game has been implemented by Google Forms and Google Sheets and can be played in both online and in-person classes of small…
Descriptors: Game Based Learning, Mathematical Concepts, Statistics, Spreadsheets
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Jialing Zeng; Peng Zhang; Junyi Zhou; Junjie Shang; John B. Black – Educational Technology Research and Development, 2025
Current literature indicates the significance of embodied scaffoldings in enhancing the effectiveness of interactive learning technologies for STEM conceptual learning and relevant cognitive skill development. However, there is limited research on pedagogical approaches for integrating mixed embodied scaffoldings in learning with interactive…
Descriptors: Scaffolding (Teaching Technique), Educational Games, Learning Processes, STEM Education
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Josef Buchner – Technology, Knowledge and Learning, 2025
The spread of fake news poses a global challenge to society, as this deliberately false information reduce trust in democracy, manipulate opinions, and negatively affect people's health. Educational research and practice must address this issue by developing and evaluating solutions to counter fake news. A promising approach in this regard is the…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Nurah S. Alfares – International Journal of Game-Based Learning, 2025
Vocabulary is crucial for mastering English as a Foreign Language (EFL) skills. Digital Game-Based Learning (DGBL) platforms like Wordwall can enhance active learning by providing multiple-choice, missing, and matching words. The current study aimed to addresses the impact of the Wordwall platform on EFL learners in Saudi Arabia. This study…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Vocabulary Development
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Xiner Liu; Andres Felipe Zambrano; Ryan S. Baker; Amanda Barany; Jaclyn Ocumpaugh; Jiayi Zhang; Maciej Pankiewicz; Nidhi Nasiar; Zhanlan Wei – Journal of Learning Analytics, 2025
This study explores the potential of the large language model GPT-4 as an automated tool for qualitative data analysis by educational researchers, exploring which techniques are most successful for different types of constructs. Specifically, we assess three different prompt engineering strategies -- Zero-shot, Few-shot, and Fewshot with…
Descriptors: Coding, Artificial Intelligence, Automation, Data Analysis
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Sondre Saether; Jorunn Spord Borgen; Petter Erik Leirhaug – Sport, Education and Society, 2025
Play, games and sport are a part of the content of physical education (PE), and has been the subject of a longstanding debate among educators internationally and in Scandinavian countries. Play refers to something unstructured and free, while sport is a controlled and managed activity. Drawing on Skovbjerg`s (2021) play theory, this article…
Descriptors: Play, Physical Education, Athletics, Games
Hee Jin Bang; Eric Setoguchi – Age of Learning, Inc., 2025
This report focuses on Harlingen Consolidated Independent School District's 2022-2023 implementation of "My Math Academy" with Kindergarten, 1st, and 2nd grade students across its 17 elementary schools. Students' program usage has been associated with significant improvements on CIRCLE Progress Monitoring Assessment System (pre-K) and on…
Descriptors: Mathematics Education, Elementary School Students, Kindergarten, Grade 1
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Hüseyin Kotaman; Seval Ördek Inceoglu – European Journal of Education, 2025
The purpose of this study is to gather in-depth information about the direct effects of the major disaster resulting from the earthquakes of 7.4 and 7.8 magnitudes that occurred in Turkey on February 6, 2023, and still affect the most affected provinces, from the perspective of preschool teachers working in those regions. This includes examining…
Descriptors: Natural Disasters, Preschool Teachers, Teacher Attitudes, Preschool Children
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Niccolò Butti; Emilia Biffi; Romina Romaniello; Alessandra Finisguerra; Enza Maria Valente; Sandra Strazzer; Renato Borgatti; Cosimo Urgesi – Journal of Autism and Developmental Disorders, 2025
This study tested the feasibility and efficacy of a Virtual Reality (VR) social prediction training (VR-Spirit) specifically designed for patients with congenital cerebellar malformation. The study is a randomised controlled trial in which 28 cerebellar patients aged 7-25 yo were randomly allocated to the VR-Spirit or to a control intervention in…
Descriptors: Computer Simulation, Prediction, Interpersonal Competence, Children
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Georgia Zempila; Stelios Xinogalos – Discover Education, 2025
The Internet is nowadays an integral part of adolescents' everyday life, bringing several benefits but risks as well. Although adolescents are familiar with technology, there seems to be a gap in their knowledge in safety and data protection on the Internet. So it is clear that adolescents have to be educated on relevant issues and serious games…
Descriptors: Educational Games, Teaching Methods, Internet, Information Security
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