NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
Showing 166 to 180 of 464 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Kesgin, Nilüfer; Kartal, Sefik – Research in Pedagogy, 2022
The aim of the study is to investigate the effects of the story-based and game-based vocabulary teaching methods on learning the English equivalents of Turkish words, using these English words in sentences and writing these English words correctly. It was also aimed to investigate the effects of these methods on English reading comprehension…
Descriptors: Comparative Analysis, Story Reading, Teaching Methods, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Platz, Liane; Jüttler, Michael – Citizenship, Social and Economics Education, 2022
The teaching of financial literacy through game-based approaches is legitimized by the ability of game-based learning (GBL) to simulate financial decisions that young people have not yet encountered in their lives due to limited legal capacity and economic dependence on the parental home. Although results on the general effectiveness of games are…
Descriptors: High School Students, Game Based Learning, Economics Education, Money Management
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Eltem, Özlem; Berber, Asiye – Participatory Educational Research, 2021
Given the rapid pace of science today, we can feel the influence of it in all aspects of our lives. Therefore, it is aimed to raise individuals with advanced thinking skills who learn and use knowledge in science class and can combine science and technology. In line with such purposes, it is believed that different methods and techniques are…
Descriptors: Educational Games, Scientific Concepts, Science Instruction, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Geden, Michael; Emerson, Andrew; Carpenter, Dan; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Journal of Artificial Intelligence in Education, 2021
Game-based learning environments are designed to provide effective and engaging learning experiences for students. Predictive student models use trace data extracted from students' in-game learning behaviors to unobtrusively generate early assessments of student knowledge and skills, equipping game-based learning environments with the capacity to…
Descriptors: Game Based Learning, Middle School Students, Microbiology, Secondary School Science
Peer reviewed Peer reviewed
Direct linkDirect link
Hsu, Mei-En; Cheng, Meng-Tzu – British Journal of Educational Technology, 2021
Games have been regarded as a potential vehicle for enhancing student learning. Previous studies mainly focused on learning outcomes; however, the learning processes and dynamic in-game behaviours of students who are immersed in a game context are relatively undiscovered. The purposes of this study were to develop an educational game, "Bio…
Descriptors: Game Based Learning, Middle School Students, Grade 7, Educational Games
Ginny L. Smith – ProQuest LLC, 2021
Many secondary students in the United States are struggling to find success in math creating a preparation gap in the U.S. STEM workforce. Based on national and international assessments, little improvement has been made over the past several decades in U.S. secondary students' knowledge and skills in higher-order math tasks like translating and…
Descriptors: Game Based Learning, Video Games, Algebra, Word Problems (Mathematics)
Peer reviewed Peer reviewed
Direct linkDirect link
Hameedur Rahman; Samiya Abdul Wahid; Faizan Ahmad; Numan Ali – Education and Information Technologies, 2024
Virtual classrooms based on the metaverse or virtual reality are useful and effective for imparting basic chemistry concepts. Interactive and immersive environments can effectively teach fundamental chemistry concepts, such as chemical bonding and formulas, thereby making these otherwise abstract and intangible ideas more accessible and…
Descriptors: Chemistry, Science Instruction, Game Based Learning, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Arztmann, Michaela; Hornstra, Lisette; Jeuring, Johan; Kester, Liesbeth – Studies in Science Education, 2023
Game-based learning has proven to be effective and is widely used in science education, but usually the heterogeneity of the student population is being overlooked. To examine the differential effects of game interventions in STEM (Science, Technology, Engineering and Mathematics) related subjects on diverse student groups, a meta-analysis has…
Descriptors: Elementary School Students, Secondary School Students, STEM Education, Games
Liza M. Fiorello – ProQuest LLC, 2023
Recent advancements in technology have created enriching and engaging learning opportunities in education. Today, online games are used more frequently in education in an attempt to engage students in learning activities and help increase student participation for students with and without disabilities. However, limited research has been conducted…
Descriptors: Teacher Attitudes, Middle School Teachers, Middle School Students, Students with Disabilities
Jenny Yun-Chen Chan; Chloe Byrne; Janette Jerusal; Allison S. Liu; Justin Roberts; Erin Ottmar – Grantee Submission, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement
Peer reviewed Peer reviewed
Direct linkDirect link
Bao Guo An; Mohd Nor Syahrir Abdullah; Kah Heng Chua – Journal of Chemical Education, 2023
During the time of the COVID-19 pandemic, online teaching was implemented by teachers in almost all education areas, and various technological tools were also employed to improve teachers' online teaching effectiveness. Based on this, the current qualitative case study aims to explore chemistry teachers' experience during online teaching in…
Descriptors: COVID-19, Pandemics, Online Courses, Chemistry
Peer reviewed Peer reviewed
Direct linkDirect link
Jenny Yun-Chen Chan; Chloe Byrne; Janette Jerusal; Allison S. Liu; Justin Roberts; Erin Ottmar – British Journal of Educational Technology, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement
Amy Rose Morgan – ProQuest LLC, 2022
Digital game-based learning (DGBL) has unique factors that can engage students in the learning process. It has been shown that incorporating DGBL into mathematics can help bridge the learning gap, differentiate instruction, and engage students (Yang et al., 2018; Hulse et al., 2019; Chen et al., 2012; Naik, 2017). This study examined how students'…
Descriptors: Game Based Learning, Academic Achievement, Learner Engagement, Student Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Çakiroglu, Ünal; Güler, Mustafa – E-Learning and Digital Media, 2021
This study attempts to determine whether gamification can be used as a pedagogical technique to overcome the challenges in teaching statistics. A post-test quasi-experimental design was carried out in gamified and non-gamified groups in order to reveal the effect of gamification elements in cultivating students' statistical literacy skills.…
Descriptors: Numeracy, Statistics Education, Learning Activities, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Ferro, Lauren S.; Sapio, Francesco; Terracina, Annalisa; Temperini, Marco; Mecella, Massimo – IEEE Transactions on Learning Technologies, 2021
Education and training are among the fields taking advantage of serious games (SGs). In this article, we present Gea 2: A New Earth, a digital SG developed as an immersive 3-D virtual learning environment, integrating several educational resources, including multimedia learning material, communication tools, and intelligent tutoring support. The…
Descriptors: Educational Games, STEM Education, Technology Uses in Education, Intelligent Tutoring Systems
Pages: 1  |  ...  |  8  |  9  |  10  |  11  |  12  |  13  |  14  |  15  |  16  |  ...  |  31