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Halimeh Khattib; Dorit Alt – Education and Information Technologies, 2024
Digital technology has broadened educational opportunities in science, positioning gamification as a pivotal tool. However, its full potential in enhancing science education has not been thoroughly explored. Addressing this research gap, this study delves into the less examined aspects of gamification within science education. Employing a…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Gamification
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Caitlin Cole; Roberto H. Parada; Erin Mackenzie – Journal of Research on Technology in Education, 2024
Video games are an established part of popular culture, and frequently used in educational settings worldwide. There is now a substantive body of research suggesting positive outcomes of their use in classrooms. In spite of this, there is a dearth of research synthesizing the outcomes of these studies. This is particularly so in relation to the…
Descriptors: Elementary School Students, Middle School Students, High School Students, Video Games
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Ertan Altinsoy; Serkan Boyraz – Brock Education: A Journal of Educational Research and Practice, 2024
This paper examines secondary school students' perceptions of moral values in the digital environments (MVDE) and digital literacy (DL). The study used a quantitative methodology and correlational survey design encompassing 250 participants. Results show that participants' perceptions of DL are mostly high, while their perceptions of MVDE are…
Descriptors: Digital Literacy, Moral Values, Secondary School Students, Student Attitudes
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Ke Li; Mark Peterson; Qiao Wang – Computer Assisted Language Learning, 2024
This study applies Activity Theory to describe and analyze an out-of-school project in which eight Chinese university students utilized a massively multiplayer online game (MMOG) to learn English. Based on data collected through questionnaires, gaming journals, gaming recordings and interviews, thematic analysis was performed to identify the…
Descriptors: Informal Education, Second Language Learning, Video Games, College Students
Hae Ryung Rinpoche Kim – ProQuest LLC, 2024
This study explored the dynamic interplay of social constructivism, game-based learning, and communities of practice in the context of teachers using Minecraft as an educational tool. This study used a teacher survey to collect insights from teachers who use Minecraft and are members of the Minecraft Teachers' Lounge. The research investigated how…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Surveys
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Alkan, Sel çuk; Korkmaz, Ebru – World Journal of Education, 2021
In this study, the design and educational aspects of digital games on Steam (Digital Game Sales Platform) were examined. Case study, one of the qualitative research methods, was used in the research. Universal design model and principles, educational and game mechanics were used in the analysis of the games. The games were analyzed using the…
Descriptors: Video Games, Mathematics Education, Game Based Learning, Learning Processes
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Bailey, Chris – Digital Education and Learning, 2021
This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as 'rhizomic ethnography'. This 'hybrid' text uses…
Descriptors: Play, Elementary School Students, Student Experience, Computer Simulation
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Sagkal, Ali Serdar; Özdemir, Yalçin; Ak, Serife – International Journal of School & Educational Psychology, 2022
The present research aimed to examine the serial multiple mediation role of deviant peer affiliation and victimization in the link between violent video game playing and bullying in a low-income neighborhood. A sample of 378 early adolescents between 12 and 14 years of age (M = 13.24, SD = 0.65) was recruited from three public middle schools in a…
Descriptors: Violence, Video Games, Bullying, Low Income Groups
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Leitão, Rui; Maguire, Martin; Turner, Sarah; Arenas, Francisco; Guimarães, Laura – Environmental Education Research, 2022
Low levels of concern about anthropogenic climate change have been attributed to a range of factors, some of which relate to education. These include people's lack of understanding and engagement with the multifaceted nature and extent of the problem that it presents to current and future generations. Limited knowledge is also known to be an…
Descriptors: Oceanography, Environmental Education, Literature Reviews, Game Based Learning
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Luo, Tian; Hickman, Catherine; Muljana, Pauline – Journal of Educational Multimedia and Hypermedia, 2022
Low mathematics scores in the U.S. have been pressing educators to find engaging strategies and effective tools to promote math performance. While emerging technologies, such as digital math games, show promises in improving mathematical education, existing studies have garnered mixed findings and thereby necessitating further investigation. This…
Descriptors: Game Based Learning, Mathematics Education, Student Attitudes, Video Games
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Rüth, Marco; Birke, Adrian; Kaspar, Kai – British Journal of Educational Technology, 2022
Despite many known educational benefits of digital game-based learning, teaching with digital games is not yet a common practice in formal education. The role that digital game-based learning might play in future school teaching can be explored by examining the behavioral intentions of pre-service teachers as the ultimate gatekeepers. In this…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Preservice Teachers
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Zugarramurdi, Camila; Fernández, Lucía; Lallier, Marie; Carreiras, Manuel; Valle-Lisboa, Juan C. – Journal of Educational Computing Research, 2022
Massive and timely screening of the student population for early signs of reading difficulties is needed to implement timely effective remediation of these difficulties. However, traditional approaches are costly and hard to apply. Here, we present Lexiland, a tablet-based reading assessment tool for kindergarten and primary school children…
Descriptors: Handheld Devices, Screening Tests, Reading Difficulties, Elementary School Students
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Papp, David; Gyori, Krisztina; Kovacs, Karolina Eszter; Csukonyi, Csilla – Hungarian Educational Research Journal, 2022
The pandemic caused a new digital scheme of work to be implemented in higher educational institutes to avoid physical contact, which is referred to as emergency remote teaching in the literature (Hodges, Moore, Lockee, Trust, & Bond, 2020). The inevitable consequence of emergency remote teaching (later on ERT) was that the students' inter-and…
Descriptors: Video Games, Educational Games, Instructional Effectiveness, Higher Education
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Mystakidis, Stylianos; Besharat, Jeries; Papantzikos, George; Christopoulos, Athanasios; Stylios, Chrysostomos; Agorgianitis, Spiros; Tselentis, Dimitrios – Education Sciences, 2022
Immersive virtual reality (VR) is a technology that can be effective for procedural skills training through game-based simulations such as serious games. The current study describes the instructional design, development, and evaluation of the FSCHOOL fire preparedness serious game in a cave automatic virtual environment (CAVE-VR) for elementary…
Descriptors: Curriculum Development, Curriculum Design, Curriculum Evaluation, Computer Simulation
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Porter, Jill – Journal of Computer Assisted Learning, 2022
Background: Despite the interest and potential of multi touch devices, there are limited published studies researching their effectiveness and usability specifically with children with Down syndrome, one of the most common groups of children with an intellectual disability. This is particularly true for mathematical learning, an area in which many…
Descriptors: Educational Technology, Down Syndrome, Students with Disabilities, Mathematics Instruction
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