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Showing 1 to 15 of 73 results Save | Export
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Davor Cotoras; Felipe Valenzuela-Ibaceta; Diego Salas; Franco Cárdenas – Biochemistry and Molecular Biology Education, 2024
This article presents a study on the implementation of a virtual escape-room game as a novel teaching methodology in biochemistry education. The game aimed to engage students in producing monoclonal antibodies against SARS-CoV-2 while reinforcing theoretical concepts and fostering teamwork. Three versions of the game were tested, incorporating…
Descriptors: Gamification, Teaching Methods, Biochemistry, Science Education
Alexander, James A.; Cruz, Laura E.; Torrence, Michael L. – IDEA Center, Inc., 2019
"Gamification" is often (incorrectly) assumed to mean using games in the classroom, but its primary purpose is to integrate differentiated strategies of motivation and engagement into a number of activities, including teaching and learning. The authors synthesize research and practice in the field of gamification (also called gamified,…
Descriptors: Learner Engagement, Student Motivation, Games, Learning Activities
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Uibu, Marko; Kalma, Maarja; Mägi, Katrin; Kull, Merike – Scandinavian Journal of Educational Research, 2022
Engaging key stakeholders, including students into the process of school-based physical activity (PA) intervention planning is considered important. The present study was part of the preparatory phase of the Estonian Schools in Motion pilot programme and aimed to examine students' perspective of PA opportunities in the classroom. Based on 17 focus…
Descriptors: Foreign Countries, Physical Activities, Intervention, Student Attitudes
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Deliligka, Stergiani; Syrmpas, Ioannis; Bekiari, Alexandra – Physical Educator, 2020
This mixed methods study examined (a) physical education teachers' self-reported motivational climate and (b) students' perceptions about the motivational climate promoted by their teachers, to identify the coherence between students' and teachers' views from elementary, middle, and high schools. Fifteen PE teachers (9 males, 6 females)…
Descriptors: Physical Education Teachers, Student Motivation, Student Attitudes, Teacher Attitudes
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Tympa, Eleni; Karavida, Vasiliki; Filippa, Vasiliki – Journal of Educational Issues, 2021
The aim of the study was to examine whether participation of academic students in experiential activities during their semester lessons could facilitate their learning and improve their exam performance. The study involved 68 students of an Early Years Learning & Care Department, who volunteered and committed to attend all semester lessons.…
Descriptors: Foreign Countries, Student Attitudes, Program Effectiveness, Teaching Methods
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Debrenti, Edith; László, Beáta – Acta Didactica Napocensia, 2020
Our research focuses on developing elementary students' mental computation skills with the help of card games. Choosing this area of study was motivated by our personal experiences, namely, that mathematics programmes of study do not lay emphasis on this aspect; there are too few hours dedicated to developing this skill, and several mental…
Descriptors: Elementary School Students, Cognitive Development, Games, Mathematics Instruction
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Boudadi, Nadia Azzouz; Gutiérrez-Colón, Mar – The EUROCALL Review, 2020
This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and…
Descriptors: Student Motivation, Learning Motivation, Databases, Meta Analysis
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Mese, Can; Dursun, Ozcan Ozgur – Turkish Online Journal of Distance Education, 2019
The purpose of this study was to determine the effectiveness of blended learning environments enriched with the use of gamification elements. The study was carried out using the convergent parallel mixed design, in which the qualitative and quantitative data were integrated. The study was conducted with 63 participants who were randomly divided…
Descriptors: Blended Learning, Inquiry, Academic Achievement, Student Motivation
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Mulcahy, Colm; Goetz, Albert – Mathematics Teacher, 2014
This article begins with three brain teasers, and the answers, provided at the end of the article, may prove surprising. Figuring out why they are correct leads the reader to delightful "aha" moments. The kinds of "aha!" moments that result from solving these challenges for yourself were held in high estimation by the person…
Descriptors: Mathematics Instruction, Teaching Methods, Problem Solving, Student Motivation
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Barneva, Reneta P.; Kanev, Kamen; Kapralos, Bill; Jenkin, Michael; Brimkov, Boris – Journal of Educational Technology Systems, 2017
We place collaborative student engagement in a nontraditional perspective by considering a novel, more interactive educational environment and explaining how to employ it to enhance student learning. To this end, we explore modern technological classroom enhancements as well as novel pedagogical techniques which facilitate collaborative learning.…
Descriptors: Teaching Methods, Learner Engagement, Cooperative Learning, Technology Uses in Education
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Henninger, Mary L.; Richardson, Karen Pagnano – Strategies: A Journal for Physical and Sport Educators, 2016
Promoting student engagement for all students in physical education, and specifically in game play, is a challenge faced by many middle and high school physical education teachers. Often, the games we play in physical education are not "good games" because, as early as middle school, some students are already resistant to playing…
Descriptors: Physical Education, Games, Play, Student Experience
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Rudella, Jennifer L.; Butz, Jennifer V. – Journal of Physical Education, Recreation & Dance, 2015
Due to the growing obesity epidemic in the United States, educators must consider new ways to increase physical activity in an effort to address obesity. There are a variety of ways educators can increase physical activity in the classroom, and exergames--video games that require physical movement in order to play--are a modern-day approach to…
Descriptors: Obesity, Physical Activities, Physical Activity Level, Exercise
Yildirim, Gürkan – Online Submission, 2017
Today, it is seen that developing technologies are tried to be used continuously in the learning environments. These technologies have rapidly been diversifying and changing. Recently, virtual reality technology has become one of the technologies that experts have often been dwelling on. The present research tries to determine users' opinions and…
Descriptors: Instructional Materials, Educational Technology, Technology Uses in Education, Simulated Environment
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Furió, D.; Juan, M.-C.; Seguí, I.; Vivó, R. – Journal of Computer Assisted Learning, 2015
Different methods can be used for learning, and they can be compared in several aspects, especially those related to learning outcomes. In this paper, we present a study in order to compare the learning effectiveness and satisfaction of children using an iPhone game for learning the water cycle vs. the traditional classroom lesson. The iPhone game…
Descriptors: Telecommunications, Technology Uses in Education, Teaching Methods, Handheld Devices
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Wouters, Pieter; van Nimwegen, Christof; van Oostendorp, Herre; van der Spek, Erik D. – Journal of Educational Psychology, 2013
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional…
Descriptors: Cognitive Processes, Student Motivation, Conventional Instruction, Training
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