NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 1,516 to 1,530 of 2,193 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Charrouf, Yousra; Taha Janan, Mourad – Education and Information Technologies, 2019
In this article, this research examines the use of a Serious Game at the end of an entrepreneurship course, following the experiential learning theory which states that learning could not take place if student are unable to experiment what they are learning in class. That is especially true in an entrepreneurship course where understanding how a…
Descriptors: Educational Games, Game Based Learning, Entrepreneurship, Educational Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Kamisli, Halil – International Journal of Curriculum and Instruction, 2019
This study aimed to explore primary school teachers' training needs in relation to game-based learning. This study used a survey research design. The sample consisted of 410 primary school teachers. A survey was developed in line with the purpose of the study. The data collected through open-ended questions were subjected to content analysis. The…
Descriptors: Elementary School Teachers, Teacher Education, Game Based Learning, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Olmstead, Matt – Physics Teacher, 2019
Throughout students' careers in physics, there are some topics that they learn multiple times and in multiple ways, and other topics that are briefly, if at all, discussed. I wanted to have the students think about all of the different physics topics they had learned in, most likely, a new way. Games have been used as a way to learn new physics…
Descriptors: Physics, Science Instruction, Scientific Concepts, Teaching Methods
McCallister, Alice – ProQuest LLC, 2019
Organizational demand for integrating gamification into existing electronic learning platforms has increased. The increased demand for gamification has become an issue for IS professionals when they must integrate it into electronic learning systems. This qualitative single case study explored the technical challenges information systems (IS)…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Information Systems
Peer reviewed Peer reviewed
Direct linkDirect link
Barr, Matthew – Digital Education and Learning, 2019
This book explores the efficacy of game-based learning to develop university students' skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as "World of…
Descriptors: College Students, Game Based Learning, Video Games, Instructional Effectiveness
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ali Alene Carr-Chellman – Issues and Trends in Educational Technology, 2019
This paper represents an update on my thoughts about gaming for learning 8 years after my TED talk (see https://www.ted.com/talks/ali_carr_chellman_ gaming_to_re_engage_boys_in_learning) and after several longitudinal studies conducted (mostly with Dr. Jason Engerman). These ideas have evolved for me significantly, and this paper represents an…
Descriptors: Educational Games, Game Based Learning, Learner Engagement, Ethnography
Peer reviewed Peer reviewed
Direct linkDirect link
Yildirim, Zehra; Baran, Medine – Education and Information Technologies, 2021
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students' achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental…
Descriptors: Physical Activities, Games, Video Games, Grade 9
Peer reviewed Peer reviewed
Direct linkDirect link
Hummel, Hans G. K.; Nadolski, Rob J.; Eshuis, Jannes; Slootmaker, Aad; Storm, Jeroen – British Journal of Educational Technology, 2021
Introductory Psychology courses in Higher Education lack application of knowledge in solving work-based problems. We develop and study mini-games that support a more active and experiential way of learning to increase professional awareness. This paper describes the instructional design and the factors under study: learner control and…
Descriptors: Educational Games, Game Based Learning, Introductory Courses, Psychology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Soboleva, Elena V.; Sabirova, Elvira G.; Babieva, Nigina S.; Sergeeva, Marina G.; Torkunova, Julia V. – EURASIA Journal of Mathematics, Science and Technology Education, 2021
The research is relevant as educational computer games are included in students' mathematical activity and form additional opportunities to improve the quality of teaching mathematics in a digital school, to support the formation of the demanded professional competence - computational thinking. To form the appropriate skills that determine the…
Descriptors: Computer Science Education, Computer Games, Educational Games, Game Based Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Asigigan, Sera Iyona; Samur, Yavuz – International Journal of Education in Mathematics, Science and Technology, 2021
The aim of this research is to examine the effect of gamified STEM activities on 3rd and 4th grade students' intrinsic motivation, perception of problem-solving skills, and critical thinking disposition. In this mixed method study, problem solving skills perception scale, critical thinking disposition instrument and intrinsic motivation inventory…
Descriptors: Game Based Learning, STEM Education, Student Motivation, Critical Thinking
Pondee, Phattaraporn; Panjaburee, Patcharin; Srisawasdi, Niwat – Research and Practice in Technology Enhanced Learning, 2021
In the context of the current teacher education program in Thailand, Technology Pedagogical and Content Knowledge (TPACK) framework is formally recognized as essential qualities of knowledge for a highly qualified preservice teacher in today's education. TPACK has been attracted to educational researchers for preparing preservice science teachers…
Descriptors: Preservice Teachers, Science Teachers, Foreign Countries, Technological Literacy
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Forbes, Lisa K. – Journal of Teaching and Learning, 2021
Higher education faculty strive to adopt pedagogical approaches that generate student engagement, motivation, and quality learning experiences. The literature on play has much to offer higher education. However, playful pedagogy remains an uncommon approach in education and is often represented in the literature as a practice utilized for a…
Descriptors: Play, Game Based Learning, Graduate Students, Student Experience
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rahmadi, Imam Fitri; Lavicza, Zsolt; Houghton, Tony – Contemporary Educational Technology, 2021
Educational games have great potential for learning, however the potential of user-generated microgames for supporting learning is still not completely understood. The present study reviews the design quality of user-generated microgames based on microgame design fundamentals and explores the potential of the games for facilitating learning from…
Descriptors: Educational Games, Game Based Learning, Design, Elementary School Teachers
Peer reviewed Peer reviewed
Direct linkDirect link
Chuang, Tsung-Yen; Yeh, Martin K.-C.; Lin, Yu-Lun – Educational Technology & Society, 2021
Students with different cognitive styles benefit from different instructional strategies, including learning through playing video games. Although playing video games can be an effective learning method, we do not know its impact on the reasoning ability of students with different cognitive styles. The purposes of this study are to investigate…
Descriptors: Game Based Learning, Video Games, Computer Games, Puzzles
Peer reviewed Peer reviewed
Direct linkDirect link
Ahmad, Faizan; Ahmed, Zeeshan; Muneeb, Sara – International Journal of Game-Based Learning, 2021
An improvement in cognitive performance through brain games play is implicit yet progressive. It is necessary to explore factors that potentially accelerate this improvement process. Like various other significant yet unexplored aspects, it is equally essential to establish a performative (fusion of accuracy and efficiency) insight about players'…
Descriptors: Game Based Learning, Brain, Cognitive Ability, Cognitive Processes
Pages: 1  |  ...  |  98  |  99  |  100  |  101  |  102  |  103  |  104  |  105  |  106  |  ...  |  147