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Marklund, Björn Berg; Taylor, Anna-Sofia Alklind – Electronic Journal of e-Learning, 2016
The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, research on digital game-based learning has focused heavily on the coupling between game designs,…
Descriptors: Educational Games, Learner Engagement, Case Studies, Preschool Teachers
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Underwood, Charles; Parker, Leann; Stone, Lynda – Learning, Media and Technology, 2013
Digital literacies have fast become indispensable for productive engagement, competency, and citizenship in a rapidly changing world. After-school programs represent an important venue where many young people can develop a mastery of digital literacies, encompassing both the creative and responsible use of a broad range of new media. This paper…
Descriptors: After School Programs, Computer Literacy, Informal Education, School Community Programs
Vanzandt, Christina – ProQuest LLC, 2011
The purpose of this participant-observation study is to describe rural, southern, 3rd-5th grade children's engagement in running and writing in an after-school learning community called "Running to Achieve." This study provides insights into links between physical activity and writing by using one to engage students in the other. Three…
Descriptors: Physical Activities, Self Efficacy, Literacy, After School Programs
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McCaslin, Mary – Teachers College Record, 2008
Background/Context: Student motivation typically has been studied as it relates to extrinsic (e.g., reinforcement) and intrinsic (e.g., choice) sources of influence. Our observation of Grades 3-5 classrooms engaged in Comprehensive School Reform (CSR), however, unexpectedly indicated that opportunities for both rewards and choice were scarce. This…
Descriptors: School Restructuring, Student Attitudes, Participant Observation, Learning Motivation
Baytak, Ahmet – ProQuest LLC, 2009
Among educational researchers and practitioners, there is a growing interest in employing computer games for pedagogical purposes. The present research integrated a technology education class and a science class where 5th graders learned about environmental issues by designing games that involved environmental concepts. The purposes of this study…
Descriptors: Elementary School Science, Environmental Education, Computer Software, Interviews