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Scoular, Claire – Journal of Applied Research in Higher Education, 2021
Purpose: The resources needed to develop assessments of the twenty-first century skills, such as problem solving and collaboration, are huge, and require the introduction of cost-effective methods (Griffin and Care, 2015). The intention of the design template is to identify whether the presented approach to game development is viable for measuring…
Descriptors: Games, 21st Century Skills, Evaluation Methods, Problem Solving
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Ruiz-Ezquerro, Antonio – Journal of Campus Activities Practice and Scholarship, 2021
Playing satisfies basic human needs such as deepening social relationships (Melton et al., 2019) and experiencing an ideal self's characteristics (Przybylski et al., 2012). In addition, games foster student engagement through the use of intrinsic motivation, critical thinking skills, and the use of creative problem solving (Boghian et al., 2019;…
Descriptors: Role Playing, Games, Teaching Methods, Game Based Learning
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Mercier, Maxence; Lubart, Todd – Journal of Creative Behavior, 2021
The current study aimed to investigate whether board games could be used to improve creative potential. Games have proven to be effective learning tools, and some studies have indicated positive links between creativity and other types of games, namely video games and role-playing games. However, less is known regarding board games' potential…
Descriptors: Games, Game Based Learning, Play, Instructional Effectiveness
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Buldu, Elif; Buldu, Metehan – Early Child Development and Care, 2023
This study investigated how children describe their play activities and associate learning with play. Accordingly, 23 early childhood children from different cities and age groups were included in this phenomenological research study. Incorporating images of children's drawings of their favourite playtime and semi-structured interviews, three main…
Descriptors: Play, Young Children, Foreign Countries, Freehand Drawing
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Macagno, Fabrizio – Studies in Philosophy and Education, 2023
Questions, and more specifically authentic questions, are at the core of dialogue-based learning and teaching. However, what is a question, and how can it be authentic? This paper addresses this problem by analyzing the distinct dimensions of questions, showing how their pragmatic nature is interwoven with the syntactic and semantic one, and how…
Descriptors: Questioning Techniques, Dialogs (Language), Games, Syntax
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Andrew, Lesley; Barwood, Donna; Boston, Julie; Masek, Martin; Bloomfield, Lauren; Devine, Amanda – Education and Information Technologies, 2023
Digital gaming has broad appeal globally, with a reported 2.7 billion gamers worldwide. There is significant interest in using games to enhance learning, with 'serious games' being included in classrooms to engage adolescents' learning across a range of domains. A systematic scoping review of serious games used for health promotion with…
Descriptors: Adolescents, Health Promotion, Educational Games, Games
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Chitiyo, George; Zagumny, Lisa; Littrell, Michael N.; Besnoy, Kevin; Akenson, Ashley B.; Davis, Krista M.; Ablakwa, Cephas; Lastres, Marlana – Brock Education: A Journal of Educational Research and Practice, 2021
This paper explores students' perceptions of the benefits of chess-based instruction as part of an evaluation of a Chess in Schools (CIS) program implemented in 2017-2018 by a State Department of Education in the southeastern United States. The data were collected using a cross-sectional survey administered to students at the end of the academic…
Descriptors: Student Attitudes, Games, Educational Benefits, Game Based Learning
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Gaudreau, Caroline; Bustamante, Andres S.; Hirsh-Pasek, Kathy; Golinkoff, Roberta Michnick – Mind, Brain, and Education, 2021
"Parkopolis," the life-sized board game, was designed to promote conversation and science, technology, engineering, and mathematics (STEM) learning. We investigated whether this exhibit also prompted questioning. Caregivers' and children's STEM-related question-asking was compared between Parkopolis (i.e., experimental group) and a…
Descriptors: Games, Game Based Learning, Questioning Techniques, Child Caregivers
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American Journal of Play, 2020
Christopher Bensch is vice president for collections and chief curator at The Strong National Museum of Play in Rochester, NY. He oversees the acquisition of and care for the world's most comprehensive collection of playthings. He also serves as the primary spokesperson for the National Toy Hall of Fame. Andrew Borman is digital games curator at…
Descriptors: COVID-19, Pandemics, Play, Museums
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Eisenhauer, Joseph G. – Teaching Statistics: An International Journal for Teachers, 2022
This paper uses actual data on horse racing to illustrate probabilities, odds, and expected values, and offers cautionary remarks about applying textbook formulas to gambling on real-world sporting events.
Descriptors: Statistics Education, Probability, Textbooks, Mathematical Formulas
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Feng, Tianying; Chung, Gregory K. W. K. – Grantee Submission, 2022
A critical issue in using fine-grained gameplay data to measure learning processes is the development of indicators and the algorithms used to derive such indicators. Successful development--that is, developing traceable, interpretable, and sensitive-to-learning indicators--requires understanding the underlying theory, how the theory is…
Descriptors: Games, Data Collection, Learning Processes, Measurement
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Georgakis, Steve – Physical Educator, 2023
Indigenous games and sports (IG&S) form a mandated part of the Health and Physical Education (HPE) learning area of the Australian National Curriculum and to encourage the adoption of IG&S, the Australian Curriculum, Assessment, and Reporting Authority (ACARA), the independent statutory authority responsible for the development of a…
Descriptors: Indigenous Knowledge, Games, Athletics, Health Education
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McKay, Kenneth; Gandhok, Tejpavan; Shah, Darshi – International Journal of Game-Based Learning, 2023
Senior executive strategic decision making is a prized skill. The analysis of available literature yields three key conclusions: i) strategic decision-making skills, especially in high complexity and ambiguity leverage 'adaptive expertise' which is very different from the dominant discourse on narrow domain 'expert performance'; ii) unlike focused…
Descriptors: Administrators, Decision Making, Repetition, Skill Development
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Sosa, Jorge Jhonattan Castellanos; Aguilar, Francy Karina Maldonado – Journal of Research and Advances in Mathematics Education, 2021
This work shows how playing chess creates capacities in the student such as increasing visual memory. This helps to classify information in an orderly manner in the mind and contributes to a better understanding of geometric transformations such as displacements, turns and similarities. This was done with a mixed technique (Quantitative and…
Descriptors: Games, Memory, Visual Perception, Geometric Concepts
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Alex M. Silver; Leanne Elliott; Andrew D. Ribner; Melissa E. Libertus – Developmental Psychology, 2024
Playing board games and other math activities can provide young children with opportunities to develop their math skills. However, it is critical to understand for whom these activities may be most beneficial. In two studies, we examine the extent to which foundational cognitive skills moderate the effects of playing math games on math skills. In…
Descriptors: Preschool Children, Mathematics Activities, Mathematics Skills, Mathematics Achievement
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