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Farber, Irvin J. – 1970
A program was designed to allow key research, planning, and instructional personnel of the School District of Philadelphia to begin exploring the usefulness of simulation for planning purposes in the school system. Twenty-nine school district personnel participated in a city model game in which members of the several sectors of the "city" interact…
Descriptors: School Planning, Simulation
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Saksrisathaporn, Krittiya; Sribunthankul, Patcharaphon – International Association for Development of the Information Society, 2019
In Thailand, for most students in high school, remembering the periodic table is an important part of learning chemistry and to pass a university entrance examination in their scientific program. As many students live in the bigger city areas in Thailand, most of them encounter the same problems such as limitations on lesson time, and their…
Descriptors: Handheld Devices, Educational Games, Game Based Learning, Independent Study
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Berman, Jacquelin; Pardasani, Manoj; Powell, Mebane – Educational Gerontology, 2020
Age-Tastic! is a health and wellness intervention designed for older adults. Incorporating game theory and behavioral activation concepts, this intervention is a board game that engages older adults in an interactive and immersive experience over 8 weeks. This paper reports on a pilot study that evaluated the impact of this intervention on health…
Descriptors: Program Effectiveness, Depression (Psychology), Older Adults, Intervention
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Gözüm, Ali Ibrahim Can; Kandir, Adalet – International Journal of Curriculum and Instruction, 2020
The aim of this study is to develop a scale comprising parental mediation strategies while their children are playing digital games. The participants of the research consist of 643 parents with the 48-72 months of age children living in Ankara and Kars city centers between the years 2018-2019. In the study, the screening model of the quantitative…
Descriptors: Mediation Theory, Parent Role, Parent Child Relationship, Test Construction
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Hussain, Asif; Khan, Muzammil; Ullah, Kifayat – Education and Information Technologies, 2022
Educational institutions are creating a considerable amount of data regarding students, faculty and related organs. This data is an essential asset for academic institutions as it has valuable insights, knowledge and intelligence for the policymakers. Students are the fundamental entities and primary source of data creation in any educational…
Descriptors: Data Analysis, Artificial Intelligence, Prediction, Academic Achievement
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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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Nemec, Miroslav; Adamcak, Stefan; Michal, Jiri; Bartik, Pavol – European Journal of Contemporary Education, 2019
This study analyses the opinions of male and female teachers of Physical and Sport Education in the 264 elementary schools from the Central Slovak Region (n = 507, 257 female teachers and 250 male teachers) on the popularity of teaching the sports games thematic unit. These opinions were collected and analysed by questionnaire survey during the…
Descriptors: Foreign Countries, Teacher Attitudes, Elementary School Teachers, Physical Education Teachers
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Yilmaz, Ramazan; Karaoglan Yilmaz, Fatma Gizem; Avci, Ummuhan – Psychology in the Schools, 2023
Individual and multiple games played on the Internet are seen as a popular leisure activity, which is becoming increasingly common among young people. With the COVID 19 pandemic, the interest in Internet games has increased because young people spend more time at home. This has led to an increase in Internet gaming disorder, which is recognized by…
Descriptors: Foreign Countries, College Students, Internet, Time Management
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Choi, Eunsun; Park, Namje – Journal of Curriculum and Teaching, 2022
Due to the influence of the COVID-19 pandemic, more older people are exposed to Information Technology(IT) in their daily lives. However, due to the lack of digital literacy capabilities of the elderly, it is difficult to use digital devices, making it difficult to live. Therefore, this paper outlined the impact of the digital divide on daily life…
Descriptors: Information Technology, Older Adults, Technology Education, Humanities Instruction
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Kao, Ming-Sui; Wang, Chen-Hsuan – International Journal of Developmental Disabilities, 2018
Objectives: Upper limb motor dysfunction often occurs in individuals with intellectual disabilities, affecting their daily self-care abilities and employability. Therefore, enhancing their upper limb motor function could improve the quality of life. This study investigated the impact of Frisbee game course on the upper limb motor function of…
Descriptors: Psychomotor Skills, Games, Vocational Education, Moderate Intellectual Disability
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Science Teacher, 1978
Described are methods for making Cartesian divers for explaining atomic models utilizing a city planning analogy, a game for reviewing subject matter, the construction of a cell model, an improved diffusion demonstration, and uses of inexpensive glass cutters. (SL)
Descriptors: Biological Sciences, Games, Laboratory Techniques, Physical Sciences
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Suritno Fayanto; Saida Ulfa; Henry Praherdhiono; Nanda Deviana Shinta; Amiruddin Takda; La Sahara; Nasrun Balulu – Journal of Learning for Development, 2023
The Indonesian Ministry of Education pays a lot of attention to education in remote areas. The lack of equal education and the level of access to education are two of the main reasons. In remote areas of Indonesia, there are still very few educational facilities, either in the form of infrastructure or other facilities, one of which is learning…
Descriptors: Foreign Countries, Rural Areas, Access to Education, Educational Technology
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Ouariachi, Tania; Elving, Wim – Electronic Journal of e-Learning, 2020
To have sustainable societies, we need to accelerate the energy transition towards clean energy solutions, however, awareness and understanding of the process as well as intentions to change behaviors are still limited, especially among young people. An optimal balance considering the point of view from all parties involved is out of sight without…
Descriptors: Energy Conservation, Educational Games, Game Based Learning, Instructional Effectiveness
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Shah, Mamta; Foster, Aroutis; Talafian, Hamideh; Barany, Amanda; Petrovich, Mark E., Jr. – Journal of Experimental Education, 2021
This research project applied Projective Reflection (PR) as a theoretical and methodological framework to "facilitate" learning as identity exploration. PR was used to iteratively design and implement three versions of "Virtual City Planning," an augmenting virtual learning environment (AVLE) course in a science museum…
Descriptors: High School Students, Identification (Psychology), STEM Education, Self Concept
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Litts, Breanne K.; Lewis, Whitney E.; Mortensen, Chase K. – Interactive Learning Environments, 2020
In response to a need to equip youth to become successful contributors to our growing digital economy, educators and researchers are exploring ways to incorporate computational thinking (CT) for all across curricular domains. In this paper, we take a place-based approach to examine how and what CT practices youth learn through designing mobile…
Descriptors: Teaching Methods, Educational Games, Telecommunications, Handheld Devices
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