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Romero Rodríguez, Laura – Education and Information Technologies, 2023
Society is continually evolving and the needs of current generations of students are changing, deriving from the ongoing digital evolution of the whole of society. Gamification tools are increasingly being implemented in education, since previous studies have demonstrated their usefulness to foster motivation, particularly in the case of…
Descriptors: Engineering Education, Educational Games, Gamification, Game Based Learning
Michelle R. Todd – ProQuest LLC, 2021
Video-gaming has become a popular extracurricular option for students in higher education. More than 70 percent of undergraduate students reported they played video-games at some level with heavy-video-gaming students reporting they invest over 14 hours a week on games. When extracurricular activities take 14 or more hours of commitment, students'…
Descriptors: Video Games, Undergraduate Students, Extracurricular Activities, Student Behavior
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Yang, Jie Chi; Kuo, Wen-Chi – Journal of Computer Assisted Learning, 2022
Background: Digital game-based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in-gaming achievements in DGBL. Objectives: This study developed an educational…
Descriptors: Grade 3, Grade 4, Grade 5, Elementary School Students
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Sogunro, Olusegun Agboola – European Journal of Educational Management, 2022
A professional development that is often mandated is exclusionary, less motivating, and provides teachers with little or no improvement in their professional practice as well as student achievement. This necessitates a fundamental change in policy from prescribing professional development to addressing teachers' self-identified felt needs.…
Descriptors: Faculty Development, Educational Needs, Teacher Attitudes, Academic Achievement
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Toprak Yallihep, Emine Sena; Akcay, Hakan; Kapici, Hasan Ozgur – International Journal of Technology in Education and Science, 2021
Developing students' attitudes toward science is an important issue because societies need individuals who can contribute to scientific and technological developments. That's why using various and different instructional tools in science education may have an impact on students' attitudes towards science positively. Within this respect, the goal…
Descriptors: Game Based Learning, Middle School Students, Science Achievement, Student Attitudes
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Ciris, Vahit; Baskonus, Turan; Kartal, Tezcan; Tasdemir, Adem – Journal of Education in Science, Environment and Health, 2022
The concept of digital game addiction has become an important issue that needs to be studied, depending on the increase in the time spent on the internet today, where technology and internet usage times are increasing rapidly. In this context, this study aimed to understand the antecedents of high school students' online game addiction risks. The…
Descriptors: Adolescents, Addictive Behavior, High School Students, COVID-19
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Chu, Hui-Chun; Chen, Jun-Ming; Kuo, Fan-Ray; Yang, Shu-Min – Educational Technology & Society, 2021
Although game-based learning strategies have been used in mathematics education for a period of time, the potential for enhancing students' learning achievement and math self-efficacy is still being explored. Students need to face complex mathematics concepts and calculations in mathematics courses. Even though using games to learn mathematics may…
Descriptors: Game Based Learning, Remedial Instruction, Mathematics Achievement, Individualized Instruction
Long, Heather – ProQuest LLC, 2017
Educators, administrators, and researchers continue to search for a solution to return play to kindergarten classrooms while encouraging the use of technology to meet federal education standards. A review of the literature showed a gap in strategies for implementing play, findings were lacking on video games with digital badges in education, and…
Descriptors: Preschool Teachers, Kindergarten, Teacher Attitudes, Play
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Benton, Laura; Joye, Nelly; Sumner, Emma; Gauthier, Andrea; Ibrahim, Seray; Vasalou, Asimina – British Journal of Educational Technology, 2023
Digital literacy games can be beneficial for children with reading difficulties as a supplement to classroom instruction and an important feature of these games are the instructional supports, such as feedback. To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge. However, there is limited…
Descriptors: Elementary School Students, Reading Difficulties, Game Based Learning, Literacy Education
Emihovich, Benjamin W. – ProQuest LLC, 2017
Education researchers are exploring how well-designed video games can be used to improve knowledge, skills, and abilities known as game-based learning (GBL). Current American students are not receiving adequate exposure to authentic ill-structured problem-solving scenarios in their classrooms, and schools need to address the acquisition of…
Descriptors: Undergraduate Students, Problem Solving, Skill Development, Video Games
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Chun-Hsiung Tseng; Hao-Chiang Koong Lin; Andrew Chih-Wei Huang; Jia-Rou Lin – Cogent Education, 2023
This study explores the use of machine learning and physiological signals to enhance learning performance based on students' personality traits. Traditional personality assessment methods often yield unreliable responses, prompting the need for a novel approach utilizing objective data collection through physiological signals. Participants from a…
Descriptors: Artificial Intelligence, Personality Traits, Foreign Countries, Engineering Education
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Martin, Nicole J.; Ameluxen-Coleman, Evan J.; Heinrichs, Derikk M. – Journal of Physical Education, Recreation & Dance, 2015
It is recommended that each day youth get 60 minutes or more of moderate-to-vigorous physical activity that includes aerobic, muscle, and bone strengthening activities. The majority of youth, however, do not meet these physical activity guidelines. Children and adolescents spend on average seven hours engaging in sedentary "screen-based"…
Descriptors: Life Style, Physical Activity Level, Technology Uses in Education, Child Behavior
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Borghouts, Lars; Slingerland, Menno; Weeldenburg, Gwen; van Dijk-van Eijk, Bregje; Laurijssens, Sara; Remmers, Teun; Haerens, Leen – Physical Education and Sport Pedagogy, 2023
Background: There is a strong need for evidence based, effective continuous professional development (CPD) for physical education teachers. This need includes CPD aimed at impacting student motivation. Existing CPD on teachers' motivating style often takes the form of singular events such as a workshop or training session. Research shows that in…
Descriptors: Communities of Practice, Teacher Behavior, Student Motivation, Physical Education
Rogers, Teresa Mandrell – ProQuest LLC, 2018
The purpose of this qualitative exploratory case study was to examine the perceived obstacles that contribute to the achievement gap between White and Black middle school mathematics students and the instructional strategies that help combat these obstacles of middle school mathematics teachers. The study investigated how middle-school educators…
Descriptors: Mathematics Instruction, Mathematics Achievement, Middle School Teachers, Mathematics Teachers
Swanier, Cheryl Anita Small – ProQuest LLC, 2015
We live in a digital age and technology is constantly changing, therefore the way people learn and perceive information is starting to change. Hence, virtual learning environments may be a new and innovative way to stimulate minds. In the book "Virtually There," Stephen Heppell explains, Learning is breaking out of the narrow boxes that…
Descriptors: Computer Simulation, Educational Environment, Video Games, Mathematics Achievement
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