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Wells, Janelle E.; Harrolle, Michelle G.; MacAulay, K. Doreen; Greenhalgh, Gregory; Morgan, Samuel C. – Sport Management Education Journal, 2023
To meet the growing and innovative career opportunities in technology and sport, particularly in electronic sports, both practitioners and scholars must engage in an iterative process to analyze, design, and evaluate educational interventions and innovations with design-based research. Being in a young academic discipline, sport management faculty…
Descriptors: Athletics, Business Administration Education, Electronic Learning, Educational Innovation
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Rowsell, Jennifer; Arnseth, Hans Christian; Cabello, Paulina Ruiz – Learning, Media and Technology, 2023
In this article, we consider the notion of entangled stories to account for ways that young people assemble stories in generative ways. We draw on Tim Ingold's theorising of lines, movement, and storied knowledge to account for the visible/material and invisible/immaterial entanglements that happen when young people design multimodal storied…
Descriptors: Story Telling, Youth, Foreign Countries, Adolescents
Katherine L. Swerbenski; Kierin C. Barnett; Patricia G. Devine; Kristin Shutts – Grantee Submission, 2023
Close peer relationships are critical to children's and adolescents' healthy development and well-being, yet youth sometimes struggle to make friends. The present work tested whether an online version of the Fast Friends procedure could engender closeness among 9- to 13-year-old youth. Participant dyads (N = 131), matched in age and gender, were…
Descriptors: Friendship, Peer Relationship, Early Adolescents, Preadolescents
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Porter, Jill – International Journal of Disability, Development and Education, 2022
Children with Down Syndrome (DS) can experience a number of difficulties in mathematics but one relatively unexplored area is that of being able to discriminate between quantities; an important foundational skill for later learning. This study examines whether children with DS can make judgements about relative quantity in the context of a card…
Descriptors: Down Syndrome, Children, Early Adolescents, Mathematical Concepts
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Threatt, Ashley S.; Simonton, Kelly L.; Layne, Todd E. – Journal of Physical Education, Recreation & Dance, 2022
The purpose of this article was to reemphasize the importance of evidence-based instruction models, specifically the hybrid model called the Sport Education Tactical Games Model (SETGM). In addition to rehashing the importance of models-based approaches for student learning and motivation, we apply the approach by laying out the building blocks…
Descriptors: Physical Education, Athletics, Evidence Based Practice, Games
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Kiron, Nafisul; Adaji, Ifeoma; Long, Jeff; Vassileva, Julita – Electronic Journal of e-Learning, 2020
Games are a great source of entertainment and are used by people of all ages; they motivate and engage people and affect their behavior. Therefore, games have been widely studied in many non-game contexts. Education is one of those areas where gamified, and game-based learning strategies have been implemented and explored. To engage and motivate…
Descriptors: Learner Engagement, Games, Peer Teaching, Active Learning
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Normand, Matthew P.; Burji, Carla – Journal of Applied Behavior Analysis, 2020
The Step it UP! Game is an interdependent group reinforcement contingency based on the Good Behavior Game. We evaluated the effects of the Step it UP! Game on the number of steps taken by 3rd-grade students during physical-education (PE) classes at a local public elementary school. We divided the class into 2 teams and awarded a "Step it UP!…
Descriptors: Physical Education, Games, Game Based Learning, Physical Activity Level
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Wijaya, Ariyadi; Elmaini; Doorman, Michiel – Journal on Mathematics Education, 2021
This research is aimed to describe a learning trajectory for probability through game-based learning. The research employed design research consisting of three stages: preparing for the experiment, design experiment, and retrospective analysis. A hypothetical learning trajectory (HLT) using Sudoku and Snake-and-ladder games was developed by…
Descriptors: Probability, Game Based Learning, Games, Learning Activities
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Amir, Dorsa; Parsons, W. Shelby; Ahl, Richard E.; McAuliffe, Katherine – Developmental Psychology, 2021
Interpersonal trust is a key component of cooperation, helping support the complexsocial networks found across societies. Trust typically involves two parties, one who "trusts" by taking on risk through investment in a second party, who can be "trustworthy" and produce mutual benefits. To date, the developmental literature has…
Descriptors: Trust (Psychology), Altruism, Children, Games
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Bardikoff, Nicole; Sabbagh, Mark A. – Child Development, 2021
An important aspect of executive functioning is the ability to flexibly switch between behavioral rules. This study explored how considering the multidimensionality of objects affects behavioral rule switching in 3-year-old children. In Study 1 (N = 40), children who participated in a brief game separating and aggregating an object's dimensions…
Descriptors: Preschool Children, Task Analysis, Executive Function, Games
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Hsu, Ting-Chia; Liang, Yi-Sian – Journal of Educational Computing Research, 2021
This study proposed plugged and unplugged approaches for young students to simultaneously improve their interdisciplinary learning performance in English and Computational Thinking (CT). The plugged approach involved adopting educational robots to enhance CT and to provide English vocabulary and sentence practice via a board game. The unplugged…
Descriptors: Computation, Thinking Skills, Second Language Learning, Electronic Learning
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Kenanoglu, Dilan; Duran, Munise – Asian Journal of Education and Training, 2021
The aim of this study is to analyze the effect of Traditional Game Education Program (TGEP) on language development of pre-school children. Dependent and independent variables were determined as the children's language development scores and "traditional game education program", respectively. The study group was determined with…
Descriptors: Games, Game Based Learning, Play, Rhyme
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Umbara, Uba; Munir; Susilana, Rudi; Puadi, EFW – International Journal of Instruction, 2021
This study discusses the development and effectiveness of game instruction on mathematical communication skills. This feature, developed using Microsoft PowerPoint, provides learning instructions with a chain game called algebra dominoes. The principles of independent learning and mastery learning are strategies in learning to ensure that students…
Descriptors: Algebra, Games, COVID-19, Pandemics
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Kapp, Karl M.; Valtchanov, Deltcho; Pastore, Ray – Educational Technology Research and Development, 2020
This study focused on the use of casual games to motivate learners in a corporate retail settings to engage in a online learning platform. The study analyzed two populations of learners who were using the learning platform. One group of learners was in a game condition. In this condition, the learners were provided the option to play a casual game…
Descriptors: Games, Game Based Learning, On the Job Training, Distributive Education
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Schaefer, Sabine; Riediger, Michaela; Li, Shu-Chen; Lindenberger, Ulman – International Journal of Behavioral Development, 2023
In everyday life, individuals often need to make choices about the difficulty level of tasks they wish to perform. Here, we investigate age- and gender-related differences in the monitoring of discrepancies between the difficulty of a given task and one's own performance level, and in the likelihood to select task difficulties that match one's…
Descriptors: Difficulty Level, Age Differences, Gender Differences, Performance
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