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Barclay, Paul A.; Bowers, Clint – International Journal of Game-Based Learning, 2018
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…
Descriptors: Educational Games, Video Games, Learner Engagement, Outcomes of Education
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Lee, Sam Youl; Jung, Minseo – Education Sciences, 2021
Open innovation (OI) has become an essential business model for big tech companies and innovation ecosystems. However, most STEM high schools in the United States do not have appropriate OI programs for students. This paper explores how various perspectives on open innovation as an emerging trend in the entrepreneurial ecosystem can link with STEM…
Descriptors: Case Studies, STEM Education, High School Students, Entrepreneurship
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Zukas, Alex – History Teacher, 2020
Taking a lead from recent articles in "The History Teacher," the author placed history, popular culture, and historical literacy at the core of a history course entitled "Enchanted Capitalism: Myths, Monsters, and Markets." Drawing on folklore, literature, popular culture, and economics, the course explored the rise of…
Descriptors: History Instruction, Popular Culture, Literacy, Course Descriptions