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Emihovich, Benjamin W. – ProQuest LLC, 2017
Education researchers are exploring how well-designed video games can be used to improve knowledge, skills, and abilities known as game-based learning (GBL). Current American students are not receiving adequate exposure to authentic ill-structured problem-solving scenarios in their classrooms, and schools need to address the acquisition of…
Descriptors: Undergraduate Students, Problem Solving, Skill Development, Video Games
Ackerman, Lyn Kajiwara – ProQuest LLC, 2017
Video games are a growing multi-billion dollar industry. Pew Internet & American Life Project (2008) reported that 97 percent of teens ages 12 to 17 years play computer, web, portable, or console games. Of the various genres that were reported, 36 percent of teens played role playing games and 21 percent played massively multiplayer online…
Descriptors: Video Games, Computer Games, Adolescents, Mixed Methods Research
Anderson, Andrea Earline; Meier, Jessica A. – Journal of STEM Arts, Crafts, and Constructions, 2018
The integration of art into curricula focused on teaching science is a new perspective in education designed to reach a broader range of students. The current study examined the process of second-grade students participating in science and art activities through qualitative content analysis. The subjects of science and art were not taught to the…
Descriptors: Elementary School Students, Primary Education, Grade 2, Civil Engineering
Arphattananon, Thithimadee – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2020
Multicultural education aims for social justice and a democratic society in that education should eradicate structural inequality and unequal power among majority and minority groups. These critical aims of multicultural education have been toned down when it comes to practice. In many parts of the world, multicultural education is often…
Descriptors: Multicultural Education, Social Studies, Teaching Methods, Foreign Countries
Karagiorgas, Dimitrios N.; Niemann, Shari – Journal of Educational Technology Systems, 2017
In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…
Descriptors: Educational Games, Video Games, Comparative Analysis, Learning Processes
Gazdik, Michaela – Journal of College Science Teaching, 2014
Cellular respiration, the central component of cellular metabolism, can be a difficult concept for many students to fully understand. In this interrupted, problem-based case study, students explore the purpose of cellular respiration as they play the role of medical examiner, analyzing autopsy evidence to determine the mysterious cause of death…
Descriptors: Science Instruction, Problem Based Learning, Case Studies, Death
Langlois, Guillaume; Vibulphol, Jutarat – English Teaching Forum, 2019
In English as a foreign language (EFL) classes, teachers face the common challenge of demonstrating the importance of English to students who do not have much contact with users of English in their daily life. This often translates to a lack of progress in English language learning in settings such as Thailand, where in spite of the emphasis put…
Descriptors: Workshops, English (Second Language), Role, Sustainable Development
Lorimer, Maureen Reilly – Reading & Writing Quarterly, 2019
For adolescents who struggle with reading, a lack of confidence and reluctance to read in content areas such as history/social science presents challenges to learning. More specifically, difficulties with text comprehension and analysis limit content knowledge acquisition and self-expression, which can impact academic success. Therefore, it is…
Descriptors: Primary Sources, Literacy Education, Self Esteem, Course Content
Abd El kader, Shireen Mostafa Ahmed – Online Submission, 2018
The present study aimed at investigating the effect of using some proposed kinesthetic activities on developing EFL oral language performance for the primary governmental language students. Participants of the study were 33 students in primary six from Hassan Abu Bakr governmental language school in the academic year 2016-2017. The researcher's…
Descriptors: Kinesthetic Perception, Kinesthetic Methods, Second Language Instruction, Second Language Learning
Pike, Jacqueline C.; Spangler, William; Williams, Valerie; Kollar, Robert – Information Systems Education Journal, 2017
To create a learning experience which replicates the process by which consultants, systems developers and business end users collaborate to design and implement a business application, a cross-functional student team project was developed and is described. The overall learning experience was distinguished by specific components and characteristics…
Descriptors: Role Playing, Problem Based Learning, Interdisciplinary Approach, Teamwork
Eric, Chan Chun Ming – Mathematics Education Research Group of Australasia, 2014
This paper explores the group dynamics among three groups of students involved in collaborative learning in mathematical modelling activities. It reports how group dynamics were established and their influence on the students' mathematical problem-solving endeavours. Through video analyses, discourse structures were identified to suggest the…
Descriptors: Group Dynamics, Mathematics Activities, Problem Solving, Video Technology
Wang, Shu-Ming; Hou, Huei-Tse; Wu, Sheng-Yi – Educational Technology Research and Development, 2017
Instructional strategies can be helpful in facilitating students' knowledge construction and developing advanced cognitive skills. In the context of collaborative learning, instructional strategies as scripts can guide learners to engage in more meaningful interaction. Previous studies have been investigated the benefits of different instructional…
Descriptors: Cognitive Processes, Electronic Journals, Student Journals, Web Based Instruction
Klaw, Bruce W. – Journal of Legal Studies Education, 2016
This article presents a new contract negotiation and drafting exercise designed for undergraduate and graduate business students in a business law or legal environment of business survey course. Structured as an asset purchase and sale agreement involving a small business with intangible social media and intellectual property assets in a…
Descriptors: Business Administration Education, Experiential Learning, Contracts, Simulation
Adachi, Paul J. C.; Willoughby, Teena – Journal of Youth and Adolescence, 2013
Some researchers have proposed that video games possess good learning principles and may promote problem solving skills. Empirical research regarding this relationship, however, is limited. The goal of the presented study was to examine whether strategic video game play (i.e., role playing and strategy games) predicted self-reported problem…
Descriptors: Grades (Scholastic), Adolescents, Play, Problem Solving
King, Elizabeth M. – Theory Into Practice, 2015
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
Descriptors: Role Playing, After School Programs, Program Design, Males