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Frye, Jonathan – Cultural Studies of Science Education, 2012
The stronghold that games have on our society has made it imperative that educators understand the impact that video games can have. Owens (2012) presented two frames for how the press discussed the popular game "Spore," which incorporates elements of science topics. One frame suggested that the game teaches children about intelligent design,…
Descriptors: Video Games, Creationism, Evolution, Student Motivation
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Alias, Norlidah; Rahman, Mohd. Nazri Abdul; Siraj, Saedah; Ibrahim, Ruslina – Malaysian Online Journal of Educational Technology, 2013
Homeschooling in Malaysia is a form of alternative education that emphasizes quality education based on moral values and belief in strengthening family ties. The purpose of this study is to produce a model of homeschooling technology-based learning activities in Malaysia as a guideline to improve the quality of education, curriculum and organize…
Descriptors: Foreign Countries, Home Schooling, Technology Uses in Education, Social Networks
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Warren, Scott J.; Gratch, Jonathan S. – International Journal of Virtual and Personal Learning Environments, 2013
Digital games like Where in the World is Carmen San Diego and Oregon Trail have been used to support learning since the 1980s. However, the last decade has seen games, simulations and virtual world use take firm hold of the academic imagination. There also has been a rapid expansion of sponsored, formal research, informal inquiry, and a growing…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
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Campbell, Todd; Dowdle, Gayle; Shelton, Brett E.; Olsen, Jeffrey; Longhurst, Max; Beckett, Harrison – Science Activities: Classroom Projects and Curriculum Ideas, 2013
Gaming, an integral part of many students' lives outside school, can provide an engaging platform for focusing students on important disciplinary core concepts as an entry into developing students' understanding of these concepts through science practices. This article highlights how S'cape can be used to support student learning aligned with the…
Descriptors: Video Games, Science Instruction, Science Experiments, Inquiry
Case, Randall E. – ProQuest LLC, 2013
Enrollment in online higher education programs has been climbing for the past decade but research suggests that online courses exhibit significantly higher attrition rates than their face-to-face counterparts. Consequently, while significantly more students are enrolling in higher education programs, far too few are graduating. Self-determination…
Descriptors: Educational Technology, Video Games, Technology Uses in Education, Computer Games
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V.; Freeman, A. – New Media Consortium, 2015
The "2015 NMC Technology Outlook for Higher Education in Ireland: A Horizon Project Regional Report" is a collaborative research effort between the New Media Consortium (NMC), National Institute for Digital Learning (NIDL) at Dublin City University, and the Irish Learning Technology Association (ILTA) to inform Irish higher education…
Descriptors: Foreign Countries, Higher Education, Educational Technology, Technology Uses in Education
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Lacasa, Pilar; García-Pernía, María-Ruth; Núñez, Patricia – Journal of Education and Training Studies, 2014
The main goal of this paper is to analyze adolescents' experiences when they play SimCity (EA, 2008), a commercial videogame, in an innovative learning environment designed around the concept of participatory culture. By using this video game in the classroom and machinima productions created in relation to the game, we sought to generate a…
Descriptors: Adolescents, Educational Technology, Video Games, Technology Uses in Education
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Durkin, Kevin; Conti-Ramsden, Gina – Child Language Teaching and Therapy, 2014
New media are commonplace in children's lives. Speech and language therapists (SLTs), educational psychologists and teachers are sometimes called upon by caregivers to provide advice on whether or how children and young people with language impairments should be encouraged to use these media. This article aims to illuminate some of the key…
Descriptors: Speech Therapy, Language Impairments, Educational Psychology, Special Needs Students
Kerr, Deirdre; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
Though video games are commonly considered to hold great potential as learning environments, their effectiveness as a teaching tool has yet to be determined. One reason for this is that researchers often run into the problem of multicollinearity between prior knowledge, in-game performance, and posttest scores, thereby making the determination of…
Descriptors: Prior Learning, Video Games, Educational Games, Pretests Posttests
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Saridaki, Maria; Mourlas, Constantinos – International Journal of Game-Based Learning, 2011
The attention to learners with special needs, in particular those with intellectual disabilities, is an area of continuous development. It is considered important to develop adaptive educational solutions for the integration of people with educational difficulties according to their needs. Digital games provide an attractive and direct platform in…
Descriptors: Intellectual Disability, Disabilities, Teaching Methods, Educational Games
Bird, Elizabeth – School Library Journal, 2011
A proper picture book app lets a parent and child read, listen to, or explore a book in a fun and interactive manner. Typical options offered in these apps include turning off the sound (so that a parent or child can read on their own), changing from one language to another, and small interactive features, such as making the characters move. To…
Descriptors: Childrens Literature, Picture Books, Video Games, Reading Instruction
Kitching, Lucy; Wheeler, Steve – European Journal of Open, Distance and E-Learning, 2013
Games based learning is currently a hotly debated topic in education and is a fertile field of study (Holmes, 2011; Abrams, 2009). Many schools are exploring ways in which games can be embedded into the curriculum, to enhance learning through deeper engagement and higher levels of motivation (Miller & Robertson, 2010). This paper explores the…
Descriptors: Females, Video Games, Learning Strategies, Questionnaires
Bensiger, Joy – ProQuest LLC, 2012
Teachers' beliefs and perceptions are very critical to the integration of video games in the classrooms. This study was conducted to investigate the perceptions of pre-service teachers in using video games as one of their teaching tools. Along with this initial purpose, the intent was to understand the anticipated barriers involved in…
Descriptors: Preservice Teachers, Student Teacher Attitudes, Attitude Measures, Video Games
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Steenkamp, Leon P.; Rudman, Riaan J. – Contemporary Issues in Education Research, 2013
Students currently studying at tertiary institutions have developed a set of attitudes and aptitudes as a result of growing up in an IT and media-rich environment. These attitudes and aptitudes influence how they learn and in order to be effective, lecturers must adapt to address their learning preferences and use the online teaching tools that…
Descriptors: Educational Technology, College Students, Technology Uses in Education, Foreign Countries
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Berger, Richard; McDougall, Julian – Literacy, 2013
This article presents the outcomes of research, funded by the Arts and Humanities Research Council in England and informed by work in the fields of new literacy research, gaming studies and the socio-cultural framing of education, for which the videogame "L. A. Noire" was studied within the orthodox framing of the English literature…
Descriptors: Video Games, English Literature, Secondary School Students, Undergraduate Students
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