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Bibic, Lucka; Druskis, Justinas; Walpole, Samuel; Angulo, Jesus; Stokes, Leanne – Journal of Chemical Education, 2019
Virtual reality (VR) technology has been capturing the public imagination for decades. VR software applications that allow for interactive immersion are emerging as a renowned medium in many areas, including educating the public in biochemistry-related subjects via public engagement events. This report provides information about an immersive,…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Computer Software
Fox, Kathleen – School Library Media Activities Monthly, 2004
Past research has indicated that children become active learners by "active play" which may include board games. In this article, the author describes how the use of games in school libraries may make children more responsive to the school library media center. Games encourage teamwork and creativity, and experts believe that children retain…
Descriptors: Library Services, Cooperative Learning, School Libraries, Library Role
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O'Brien, Katy H.; Kennedy, Mary R. T. – Journal of Speech, Language, and Hearing Research, 2018
Purpose: Adults with traumatic brain injuries (TBIs) often struggle with prospective memory (PM), the ability to remember to complete tasks in the future, such as taking medicines on a schedule. Metamemory judgments (or how well we think we will do at remembering) are linked to strategy use and are critical for managing demands of daily living.…
Descriptors: Adults, Brain, Head Injuries, Memory
Harper, Robyn – Alliance for Excellent Education, 2018
Ever wonder why teenagers are so quick to adopt Instagram, Snapchat, and other forms of social media? Or take up X Games sports such as skateboarding and snowboarding? This Alliance for Excellent Education report explains how changes in the brain make adolescents more likely to be influenced by their peers, take risks, and even become disengaged…
Descriptors: Adolescents, Adolescent Development, Learning, Risk
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Allee-Herndon, Karyn; Roberts, Sherron Killingsworth – International Journal of the Whole Child, 2018
The field of education is beginning to understand more concretely how specific conditions, such as poverty, affect brain and cognitive development and the related impacts on academic achievement. More than 10 million children who live below the poverty threshold attend public preK-12 schools, and over 1 million of these children attend public…
Descriptors: Poverty, Cognitive Development, Academic Achievement, Executive Function
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Hong, Jon-Chao; Tai, Kai-Hsin; Luo, Wan-Lun; Sher, Yung-Ji; Kao, Yi-Wen – Journal of Computer Assisted Learning, 2022
Background: Many gamification applications (apps) have been designed to motivate students to learn particular content. Based on the brain activation approach, the present study adapted an app, named Shaking-On, which requires students to shake their mobile devices to send their answers to multiple-choice questions to the teacher. Students then…
Descriptors: Comparative Analysis, Computer Games, Computer Software, Telecommunications
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Usai, Francesco; O'Neil, Kiera G. R.; Newman, Aaron J. – IEEE Transactions on Learning Technologies, 2018
Computer and smartphone-based applications for second language (L2) learning have become popular tools, being integrated in many classroom-based courses and adopted by the public at large. Yet, despite a significant body of research that suggests that individuals differ in their ability to learn L2, it is still unclear what factors predict…
Descriptors: Second Language Instruction, Educational Technology, Technology Uses in Education, Educational Games
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Rocha Ferreira, Cristina – Journal of Research in Special Educational Needs, 2016
GAME results from the exhaustion of doing the same activities, dealing with unmotivated students and not getting the desired results academically. Thus, I initiated a process of research and training in areas such as Positive Psychology, Neurosciences and Neurolinguistic Programming, which allowed to design an Evidence-Based Intervention. Students…
Descriptors: Physical Activities, Brain, Cognitive Processes, Efficiency
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O'Rourke, John; Main, Susan; Hill, Susan M. – Australian Journal of Teacher Education, 2017
In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year four/five classrooms to develop student automaticity of mathematical calculations. The automaticity of mathematical calculations was compared for those students using the HGC and those being taught using traditional teaching methods. Over a school…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Video Games
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Beavis, Catherine; Muspratt, Sandy; Thompson, Roberta – Learning, Media and Technology, 2015
There is considerable enthusiasm in many quarters for the incorporation of digital games into the classroom, and the capacity of games to engage and challenge players, present complex representations and experiences, foster collaborative learning, and promote deep learning. But while there is increasing research documenting the progress and…
Descriptors: Foreign Countries, Computer Games, Elementary School Students, Secondary School Students
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Lee, Jaekyung; Liu, Keqiao; Wu, Yin – Educational Research for Policy and Practice, 2020
This study examines international brain race for world-class universities as measured by the QS World University Rankings (QS) and the Academic Ranking of World Universities, particularly in the context of Asian nations' institutional competition and benchmarking against American counterparts. Applying mixed methods with statistical analysis of…
Descriptors: Foreign Countries, Universities, Reputation, Achievement Rating
Love, Kim – Children and Families, 1997
Outlines basic concepts about how the brain develops and considers how Head Start teachers and parents can take full advantage of the brain's multisensory learning approach to develop more effective ways to interact with children. Focuses on the critical developmental period for stimulating neurons and developing neural connections. Suggests…
Descriptors: Brain, Cognitive Development, Cognitive Processes, Intellectual Development
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Cakir, Murat Perit; Cakir, Nur; Ayaz, Hasan; Lee, Frank J. – AERA Online Paper Repository, 2016
In this study we examined the effectiveness of a mobile game called MathDash for improving computational fluency as compared to a conventional drill and practice approach with computerized multiple-choice test items. An optical brain imaging method called functional near-infrared spectroscopy (fNIR) was utilized to assess changes in neural…
Descriptors: Computer Games, Multiple Choice Tests, Mathematics Tests, Brain Hemisphere Functions
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Zirawaga, Victor Samuel; Olusanya, Adeleye Idowu; Maduku, Tinovimbanashe – Journal of Education and Practice, 2017
The use of current and emerging tools in education is becoming a blistering topic among educators and educational institutions. Gaming in education may be viewed as an interference to learning but its role in education is to increase students' motivation and engagement, to enhance visual skills, to improve students' interaction and collaboration…
Descriptors: Educational Games, History Instruction, Program Implementation, Instructional Design
Carlson, Robert; And Others – 1973
Presented are the proceedings of the Mississippi Perceptual-Motor Symposium, April 20-21, 1973. Included are papers on motor development, models for perceptual motor programming, children with minimal brain damage, effects of learning games or academic abilities, research on perceptual motor measures, and programs for motor development. (JB)
Descriptors: Neurological Organization, Perceptual Motor Coordination, Physical Development, Physical Education
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