NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 1,981 to 1,995 of 2,193 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
O'Brien, Kelsey; Pitera, Jenna – Journal of Educational Technology Systems, 2019
As technology advances at an unprecedented rate and the job market continually evolves, educators are challenged with effectively engaging students and preparing them for success after graduation. The current landscape requires a shift from lecture-based, content-focused instruction to hands-on, student-centered techniques that foster lifelong…
Descriptors: Game Based Learning, Learner Engagement, Active Learning, 21st Century Skills
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Mathew, Roy; Malik, Sohail Iqbal; Tawafak, Ragad Moufaq – Informatics in Education, 2019
Problem solving skills are considered an important component in learning to program in an introductory programming (IP) course for novices. This study introduced a PROSOLVE game to enhance problem solving skills of novice programmers in the introductory programming course. The game is based on pseudo-code technique. A survey was employed to…
Descriptors: Problem Solving, Skill Development, Educational Games, Game Based Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ramo Akgun, Nergis; Girgin, Derya – Educational Policy Analysis and Strategic Research, 2019
The primary role of NTC (Nikola Tesla Center) is to use new discoveries in the field of neurology in classrooms and in everyday life. This learning program consists of various activities and games for children. This experimental research was carried out in one government primary school in Canakkale, Turkey. 27 students from the third grade (17…
Descriptors: Foreign Countries, Public Schools, Learning Activities, Children
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ongoro, Catherine Akoth; Mwangoka, Joseph W. – Knowledge Management & E-Learning, 2019
This paper presents the effects of using digital games on improving language learning in Tanzanian preschools. A gamified learning prototype system was developed for making alphabetical sound articulation more engaging and fun. The study was conducted with twelve preschools in Tanzania. The results revealed that preschoolers' learning performance…
Descriptors: Computer Games, Preschool Education, Foreign Countries, Language Acquisition
Peer reviewed Peer reviewed
Direct linkDirect link
Reinhardt, Jonathon – New Language Learning and Teaching Environments, 2019
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Bodnar, Cheryl A.; Anastasio, Daniel; Enszer, Joshua A.; Burkey, Daniel D. – Journal of Engineering Education, 2016
Background: Many students may not respond strongly to instruction that they do not perceive as engaging. One pedagogical approach to help engage students involves the use of games. Educational games can provide students with a motivating and stimulating environment while providing them with immediate feedback to promote learning. Purpose: This…
Descriptors: Game Based Learning, Engineering Education, Undergraduate Students, Learner Engagement
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rowe, Elizabeth; Asbell-Clarke, Jodi; Almeda, Mia; Gasca, Santiago; Edwards, Teon; Bardar, Erin; Shute, Valerie; Ventura, Matthew – International Journal of Computer Science Education in Schools, 2021
The Inclusive Assessment of Computational Thinking (CT) designed for accessibility and learner variability was studied in over 50 classes in US schools (grades 3-8). The validation studies of IACT sampled thousands of students to establish IACT's construct and concurrent validity as well as test-retest reliability. IACT items for each CT practice…
Descriptors: Puzzles, Logical Thinking, Thinking Skills, Construct Validity
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Provorova, Yevheniia M.; Ivakhnenko, Tamara P.; Oliinyk, Natali?a A.; Tamarkina, Olha L.; Atroshchenko, Tetiana O. – European Journal of Educational Research, 2021
The purpose of this study was to identify how the leadership training programme based on the acmeological approach for the Master's students influences the students' emotional stability and how that programme was perceived by graduates. The study used both qualitative and quantitative methods to yield data. The dimensions of emotional stability…
Descriptors: Leadership Qualities, Leadership Training, Program Effectiveness, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Xieling; Zou, Di; Xie, Haoran; Su, Fan – Language Learning & Technology, 2021
The advance of educational technologies and digital devices have made computer-assisted language learning (CALL) an active interdisciplinary field with increasing research potential and topic diversity. Questions like "what topics and technologies attract the interest of the CALL community?," "how have these topics and technologies…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Educational Research
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Buczek-Zawila, Anita – Teaching English with Technology, 2021
The study focuses on the process of assessing (a micro-skill) goal attainment in EFL pronunciation course via measures which can foster different students' attitudes and self-perceptions. Standard (pen-and-paper) tests offer immediate evidence of success but they put heavy demands on students' cognitive, performance and stress-controlling skills.…
Descriptors: Student Needs, Student Evaluation, English (Second Language), Second Language Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Ilhan, Aziz – SAGE Open, 2021
The present study aimed to investigate the effects of geometry instruction activities conducted in nature based on modeling, game-based, and cooperative learning methods on achievement, mathematical motivation, and visual mathematical literacy perceptions of third-grade elementary school students. The present study is a quantitative study…
Descriptors: Game Based Learning, Mathematical Models, Cooperative Learning, Mathematics Achievement
Peer reviewed Peer reviewed
Direct linkDirect link
Margolin, Jonathan; Ba, Harouna; Friedman, Lawrence B.; Swanlund, Andrew; Dhillon, Sonica; Liu, Feng – Journal of Research on Technology in Education, 2021
The "Playground Physics" program combines informal, play-based, embodied learning experiences to support middle school students' engagement with and motivation to learn about complex and abstract physics concepts. This experimental design study examines the impact of "Playground Physics" on students' science motivation,…
Descriptors: Program Effectiveness, Playground Activities, Game Based Learning, Informal Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rushton, Evan; Corrigan, Seth – Electronic Journal of e-Learning, 2021
21st Century Standards and the Deeper Learning movement emphasize the ability to think critically and solve complex problems, to work well in teams, and to communicate effectively. While traditional classroom activities can meet these objectives, digital games and simulations provide unique affordances. When designed to incorporate formative…
Descriptors: 21st Century Skills, Game Based Learning, Teaching Methods, Computer Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Spain, Randall; Penilla, Carlos; Ozer, Elizabeth; Taylor, Robert; Ringstaff, Cathy; Lester, James – Journal of STEM Outreach, 2021
The COVID-19 pandemic produced a dramatic nationwide shift in K-12 education from in-person classroom learning to remote online learning. This shift left teachers and parents facing the challenge of finding engaging online resources to motivate students to become deeply involved in science learning. The pandemic also left educators and…
Descriptors: Game Based Learning, COVID-19, Pandemics, School Closing
Pages: 1  |  ...  |  129  |  130  |  131  |  132  |  133  |  134  |  135  |  136  |  137  |  ...  |  147