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Huffman, Carmen L.; Tallant, April C.; Young, Shawna C.; Chen, Kong – Journal of Applied Learning in Higher Education, 2019
The DegreePlus program at Western Carolina University is a newly developed initiative to help students develop transferable skills, including professionalism, cultural responsiveness, leadership and teamwork, by attendance at specific extracurricular events. The program was first implemented in the 2017-2018 academic year as a pilot with Honors…
Descriptors: College Programs, Skill Development, Transfer of Training, Professionalism
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Arnold, Uwe; Söbke, Heinrich; Reichelt, Maria – Education Sciences, 2019
Simulation games offer a safe space to experiment with system models and provide learning experiences about interdependencies and thus, are considered to foster the development of a deeper understanding of systems. This article describes the use of SimCity in the university course Infrastructure Management, which has been in continuous operation…
Descriptors: Educational Games, Computer Games, Computer Simulation, Engineering Education
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Alaswad, Zina – Design and Technology Education, 2019
The purpose of this paper is to understand perceptions of interior design students after using game-based learning (GBL) as an approach to address workload distribution, lack of clear assessment criteria, and deficiencies of the master-apprentice model during the process of solving several small-scale design problems along the course of a…
Descriptors: Game Based Learning, Interior Design, Studio Art, Student Attitudes
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Saman, Fadhlina Izzah; Shariff, Nor Fahira Mhd.; Nasaruddin, Nor Intan Shafini – Asian Journal of University Education, 2019
Hearing loss is a type of disability where people who suffer from it could not hear a sound or can only listen to a sound with certain levels. People with hearing loss use sign language to communicate with others and to help them in their learning process. For this study, an interview and survey were conducted with teachers and students from SK…
Descriptors: Hearing Impairments, Deafness, Sign Language, Language Skills
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Bovermann, Klaudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2019
This study investigated the use of gamification in blended learning for a bachelor's degree class in educational technology. Points and leaderboards in class were implemented to research the influence on intrinsic motivation and collaborative learning. In the quantitative part, comparative data was collected in a between-groups design. Forty-six…
Descriptors: Game Based Learning, Blended Learning, Undergraduate Students, Cooperative Learning
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Koparan, Timur – International Journal of Assessment Tools in Education, 2019
Technology and games are the areas where learners are most interested in today's world. If these two can be brought together within the framework of learning objectives, they can be an advantage for teachers and students. This study aims to investigate the learning environment supported by game and simulation. The games were used to evaluate the…
Descriptors: Computer Simulation, Game Based Learning, Educational Environment, Probability
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Chen, Hao-Jan Howard; Hsu, Hsiao-Ling; Chen, Zhi-Hong; Todd, Andrew G. – Journal of Educational Computing Research, 2021
Many studies have found that computer video games can offer a facilitative vocabulary learning environment. Among different types of computer games, adventure games have received much attention because of their rich input and immersive learning environment. However, some researchers have indicated that because of the characters' fast-talking speed…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
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Hou, Huei-Tse; Keng, Su-Han – Journal of Educational Computing Research, 2021
The design and application of educational board games have been emphasized in game-based learning. The integration of educational board games and augmented reality (AR) can help provide extensive cognitive-scaffolding for learners. This study proposed a dual-scaffolding framework that integrated peer-scaffolding and cognitive-scaffolding for an AR…
Descriptors: Scaffolding (Teaching Technique), Peer Relationship, Computer Simulation, Educational Games
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Berry, David – TESL-EJ, 2021
This study considers the impact of playing a video game on EFL students. Specifically, this study looks at how video gameplay impacts students' listening comprehension skills and how it encourages students to develop flow experiences in the classroom. Data about this impact was collected through a quasi-experimental mixed methods research design.…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
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Laranjeiro, Dionísia – Education Sciences, 2021
Recent studies indicate tablets as the preferred devices of preschool children, due to portability, autonomy of use and variety of apps. There is also extensive evidence of the contributions of digital technologies in different areas of learning at these ages. The Aprender XXI project aimed to develop game-based learning apps, with content…
Descriptors: Telecommunications, Handheld Devices, Computer Software, Computer Games
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Adanali, Rukiye – Review of International Geographical Education, 2021
Knowledge of geography is one of the main elements in solving problems such as urbanization, socio-economic inequalities, disease, migration, natural disasters. It is also seen that importance is given to the acquisition of geographical skills in educational programs. The spatial thinking skill that provides geospatial information is a geographic…
Descriptors: Educational Games, Computer Games, Game Based Learning, Geographic Information Systems
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Dowdall, Shane; Hlobaz, Artur; Milczarski, Piotr; O'Reilly, Derek; Podlaski, Krzysztof; Stawska, Zofia – Informatics in Education, 2021
The development of communication and other soft skills among computer science students is not usually an easy task. Often, curricula focus on technical skills, with team projects being used for the improvement of communication skills. However, these teams usually comprise solely of computer science students. In this paper, we present a didactical…
Descriptors: Foreign Countries, Computer Science Education, Soft Skills, Skill Development
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Karakasis, Christodoulos; Xinogalos, Stelios – Informatics in Education, 2020
At 21st century Computational Thinking (CT) is considered a fundamental skill that anyone should possess and develop from a young age. Serious games and more specifically educational games (EGs) are a promising means of introducing algorithmic thinking and programming concepts and engaging students through the process of learning. In this article,…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Computation
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Açikgül, Kübra – Acta Didactica Napocensia, 2020
The purpose of this study is to investigate the effect of Technological Pedagogical Content Knowledge (TPACK) Game activities supported micro-teaching practices on middle school preservice mathematics teachers' TPACK self-efficacy perception levels. A single group pretest-posttest experimental design was employed. One hundred middle-school…
Descriptors: Instructional Effectiveness, Pedagogical Content Knowledge, Technological Literacy, Educational Games
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Gopal, Vivek – Journal of Educational Technology, 2020
India as a country has been the proponent of the Gurukul (a kind of residential school for select students) system where the 'guru-shishya' (Master - Student) method of teaching was adopted. Ever since, educational pedagogy has undergone a revolution which has primarily been technology driven with ICT at its forefront. IT firms are moving towards…
Descriptors: Foreign Countries, Electronic Learning, Information Technology, Educational Change
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