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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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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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Grinias, James P. – Journal of Chemical Education, 2017
Online student-response systems provide instructors with an easy-to-use tool to instantly evaluate student comprehension. For comprehensive content review, turning this evaluation into a competitive game where students can compete against each other was found to be helpful and enjoyable for participating students. One specific online resource,…
Descriptors: Tests, Statistical Analysis, Computer Assisted Testing, Chemistry
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Louth, Sharon; Jamieson-Proctor, Romina – International Journal of Inclusive Education, 2019
This paper reports on mixed methods research that was part of a larger investigation into the impact of an inclusive, physical activity intervention programme on a broad range of variables including children's enjoyment of, and participation in physical activity, self-perceptions, physical self-efficacy and how this influenced their overall…
Descriptors: Indigenous Knowledge, Games, Culturally Relevant Education, Self Efficacy
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Bell, Martie – Strategies: A Journal for Physical and Sport Educators, 2011
In response to a lack of active participation by students in physical education, the Ultimate Flag Games curriculum was created and has thrived in the decades since its inception. The curriculum has been successful at the middle school, high school, and higher education levels. This article introduced the curriculum, different games, and rules and…
Descriptors: Physical Education, Student Participation, Learner Engagement, Educational Strategies
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Burks, Robert E.; Jaye, Michael J. – Journal of Statistics Education, 2012
The "Price Is Right" ("TPIR") provides a wealth of material for studying statistics at various levels of mathematical sophistication. The authors have used elements of this show to motivate students from undergraduate probability and statistics courses to graduate level executive management courses. The material consistently generates a high…
Descriptors: Learner Engagement, Probability, Statistics, Mathematics Instruction
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Luk, Jasmine C. M. – Pedagogies: An International Journal, 2013
This article discusses a study on how language use and language development can be promoted through engaging students in different participation roles in board games. Theoretically, the study is grounded in sociocultural perspectives of activity theory and the role of play as a form of human motivation. A group of Grade 4 primary students learning…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Games
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Browning, Judkin – History Teacher, 2009
Each fall semester, on the first day of class of his upper-level American Military History course, the author informs his students that a major part of the class consists of a wargame in which they will participate. In this article, the author describes briefly how the class will be divided into two teams, and that on a specific evening during the…
Descriptors: United States History, Military Science, Active Learning, Games
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games