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Anggraeni, Leni; Affandi, Idrus; Wahyudin, Dinn; Paramitha, Sandey Tantra; Ramadhan, Muhammad Gilang – International Journal of Education in Mathematics, Science and Technology, 2022
The implementation of peace education in the university environment has not yet found the right technical implementation, so the main goal in peace education has not been achieved, especially the application in the university environment. Therefore, this research aims to determine the general perception of board games as a media of peace education…
Descriptors: College Students, Games, Game Based Learning, Peace
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Narelle Eather; Nicholas Riley; Mark Babic; Andrew Bennie; John Maynard; Philip J. Morgan – Journal of Teaching in Physical Education, 2024
Purpose: The aim of this study was to develop, implement, and evaluate a 16-lesson integrated physical education program focusing on Indigenous games: Education, Movement, and Understanding (EMU). Method: The study aligned with current physical education, English, and mathematics syllabi and involved 105 children (9-12 years) from two primary…
Descriptors: Physical Education, Indigenous Populations, Games, Elementary School Students
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Kolovelonis, Athanasios; Goudas, Marios – Cogent Education, 2022
This study compared the effects of three different types of cognitively challenging physical activity games on students' executive functions and situational interest. Participants were 140 students from four fourth-grade and four fifth-grade classes of four elementary schools. One fourth- and one fifth-grade class from each school were randomly…
Descriptors: Elementary School Students, Grade 4, Grade 5, Physical Activities
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Ragad M. Tawafak; Liqaa Habeb Al-Obaydi; Blanka Klimova; Marcel Pikhart – Contemporary Educational Technology, 2023
This abstract presents a research study that investigates the effects of technology integration (TI) through digital gameplay on English as a foreign language (EFL) college students' behavior intention. The study employs a mixed-methods research design, combining quantitative and qualitative data collection and analysis methods. The quantitative…
Descriptors: Technology Integration, English (Second Language), Second Language Instruction, College Students
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Jon-Chao Hong; Chien-Hung Lin; Chin-Chieh Juh – Interactive Learning Environments, 2024
Referring to the advantages of intelligent personal assistants, or virtual agents, Charades can be implemented with a Chatbot to enhance students' vocabulary mastery. However, only a few studies have addressed the effectiveness of learning through practice with chatbots based on the Charades approach. We designed a Charades game using Google…
Descriptors: Artificial Intelligence, Computer Uses in Education, Games, Vocabulary Development
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Tsai, Jen-Che; Chen, Shih-Yeh; Chang, Chun-Yen; Liu, Shiang-Yao – Education Sciences, 2020
This article reports the design of a scientific board game, named "Element Enterprise Tycoon" (EET), which creates a scenario combining chemical elements, techniques, and products in daily life. The game cards are designed to motivate students not only to retrieve information about chemical elements, but also to be proficient in…
Descriptors: Games, Chemistry, Science Instruction, Teaching Methods
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McKenzie, Brian – Journal of University Teaching and Learning Practice, 2023
Collaborative worldbuilding is an ideal digital writing project for promoting critical thinking about contemporary issues, developing and applying disciplinary expertise writing transfer, and building digital literacies. In the context of the global COVID-19 pandemic where the student experience was characterised by isolation, collaborative…
Descriptors: Games, Collaborative Writing, Cooperative Learning, Student Projects
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Moore, Leigh; Campbell, Narelle – Student Success, 2020
This practice report describes how escape rooms have been used by one Australian university to successfully engage with high-school students who reside in areas of relative socio-educational disadvantage. We discuss how the escape room approach aligns with Lizzio's "Five Senses of Success" and offer recommendations for further use and…
Descriptors: High School Students, Games, Educationally Disadvantaged, Economically Disadvantaged
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Tupas, Fernan P.; Palmares, Ma. Theresa G. – Journal of Science and Mathematics Education in Southeast Asia, 2018
Purpose: This study aimed to explore the possibility of tapping traditional games as motivational activities that can aid in the teaching of the sciences in the K-12 curriculum and eventually will help learners increase their interest as well as performance in science. Method: This study is a qualitative research that aims to gather an in-depth…
Descriptors: Foreign Countries, Games, Learning Motivation, Science Instruction
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Fariza, Kinzhibayeva; Assel, Akpayeva; Gulzhan, Yergalieva; Marzhangul, Mynzhassarova – World Journal on Educational Technology: Current Issues, 2021
The purpose of this research is to evaluate the problems encountered in the process of realizing the continuity of preschool and primary school mathematics education and to determine the use of technology in mathematics education in line with the opinions of teachers. The research is a phenomenological study within the scope of qualitative…
Descriptors: Preschool Teachers, Elementary School Teachers, Mathematics Teachers, Teacher Attitudes
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Ngussa, Baraka Manjale; Fitriyah, Fifi Khoirul; Diningrat, Syaiputra Wahyuda Meisa – Turkish Online Journal of Distance Education, 2021
This study was propelled by the COVID 19 Global Pandemic which necessitates online platforms to replace traditional classrooms than ever before. The study investigated on the perception on and interrelationships between Facebook use, mental health and engagement in learning. Using Descriptive Correlational Design, the study used online…
Descriptors: Foreign Countries, COVID-19, Pandemics, Online Courses
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Busuttil, Leonard; Formosa, Marquita – Informatics in Education, 2020
This paper investigates unplugged computing as a formal pedagogical strategy to teaching computing to a Maltese secondary class of Year 9 students. It aims at identifying the effectiveness of this pedagogy outlining the strengths and weaknesses in its application, taking into consideration the level of attainment for students, as well as the…
Descriptors: Foreign Countries, Computer Science Education, Grade 9, Secondary School Students
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Spilles, Markus; Hagen, Tobias; Hennemann, Thomas – Insights into Learning Disabilities, 2019
Children with externalized behavioral problems (BP) are at increased risk of being affected by a lack of social skills and academic engagement, and reading difficulties can frequently occur. Peer-tutoring (PT) interventions demonstrably promote both positive behavior and academic outcomes. To foster these effects, using interdependent group-reward…
Descriptors: Student Behavior, Tutors, Peer Teaching, Behavior Problems
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Barata, Gabriel; Gama, Sandra; Jorge, Joaquim; Gonçalves, Daniel – IEEE Transactions on Learning Technologies, 2016
State of the art research shows that gamified learning can be used to engage students and help them perform better. However, most studies use a one-size-fits-all approach to gamification, where individual differences and needs are ignored. In a previous study, we identified four types of students attending a gamified college course, characterized…
Descriptors: Prediction, Performance, Profiles, Games
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Marsa, Shella Septina; Kuspiyah, Hastuti Retno; Agustina, Eka – Journal of English Teaching, 2021
Kahoot! Game is one of the advancements in learning technology. It can facilitate and motivate the students for being active and understanding the content of the text. This study aimed to find out whether there is or not any significant difference between the students who are taught by using Kahoot! Game and the students who are taught by using a…
Descriptors: Games, Learning Motivation, Reading Comprehension, Reading Achievement
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