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Hao, Kuang-Chung – Interactive Learning Environments, 2023
This study designed a digital teaching game named Kitties' Magic Journey (KMJ). The principle of leveraging in the course of natural technology and life was used as the teaching subject. The game combined design items included animation, narrative story, fun and usability, which integrated ARCS learning motivation theory. The experimental group…
Descriptors: Video Games, Game Based Learning, Student Motivation, Animation
Joshabel De La Cruz – ProQuest LLC, 2021
International higher education graduates may experience challenges related to reentry to their home countries as their expectations upon returning home may not match their reality (Alandejani, 2013; Butcher, 2002, Gaw, 2000). This study utilizes a transcendental phenomenological approach to understand the lived experiences of seven…
Descriptors: Foreign Countries, Federal Programs, International Educational Exchange, Alumni
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Sykes, Julie M. – Foreign Language Annals, 2018
The digital gaming industry has captured the public's attention worldwide and in the United States alone, the video game industry is predicted to increase by 30% from 2010 to 2019, reaching $19.6 billion in revenue (Takahashi, 2015, n.p.). Not surprisingly, digital gameplay is also rapidly expanding in educational domains. Although researchers…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Teaching Methods
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Dodge, Autumn M. – American Journal of Play, 2018
The author discusses Magic: The Gathering as not only a card game but as situated in New Literacies as a Discourse and community of practice with rich, complex, and multimodal literacy practices. She describes apprenticeship to the game from the perspective of a novice and a long-time player and argues that entering its Magic Discourse depends on…
Descriptors: Communities of Practice, Games, Vocabulary, Literacy
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Coelho, Franz; Abreu, Ana Maria – TechTrends: Linking Research and Practice to Improve Learning, 2023
Entertainment games have traditionally been articulated as leisure. However, they have also been used in the work context, in the form of serious games or gamification. In this qualitative research, we aimed to investigate the purpose of games used in the work context. To accomplish this, we conducted six semi-structured interviews and analyzed…
Descriptors: Game Based Learning, Gamification, Job Training, Work Environment
Instructor, 1978
Discusses how to create classroom study areas and presents ideas for including game tables, magic carpet areas, and media corners. (JMB)
Descriptors: Classroom Design, Elementary Education, Instructional Materials, Study Centers
Wright, Andrew; And Others – 1984
To help students practice and manipulate a newly learned language, games that help the teacher create contexts in which the language is useful and meaningful are presented in this book. The introduction provides answers to questions teachers may have--including why and for whom games are useful--and also offers practical pointers for explaining…
Descriptors: Class Activities, Curriculum Enrichment, Educational Games, Language Acquisition
Mingie, Walter, Comp. – 1981
Opening activites (to create an atmosphere of cooperation and a desire to work, explore, and learn together) and closing activities (to summarize what has happened or been learned) for outdoor education programs are described. All activities are intended to incite enthusiasm to learn and make the learning activity a desired, joyful experience.…
Descriptors: Childrens Games, Elementary Secondary Education, Group Activities, Higher Education
Dennis, Bruce L. – School Administrator, 1997
Since Spring 1995, a Bedford, New York superintendent and her district have been virulently attacked by two parents who initially accused them of promoting Satanism, exemplified in an after-school game called Magic: The Gathering. These parents are now attacking drug prevention programs, various homework assignments, and literature selections. The…
Descriptors: Conflict, Court Litigation, Crisis Management, Elementary Secondary Education
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Barbieri, Giuseppina Gerarda; Barbieri, Rosa; Capone, Roberto – EURASIA Journal of Mathematics, Science and Technology Education, 2021
In this article, we will describe the embedded case study of the European project "E-Magic" carried out within the Erasmus+ project and which involved 12-16 years old students and teachers from three nations: "Acharnes Special Education Vocational School" in Athens (Greece), IIS "L. Da VinciNitti", a high school in…
Descriptors: Foreign Countries, Mathematics Education, Mathematics Instruction, Educational Games
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Marston, Marilyn – Reading Teacher, 1989
Describes the "Magic E," a game designed for small groups to practice decoding skills. (MM)
Descriptors: Class Activities, Decoding (Reading), Educational Games, Elementary Education
McKibben, Sarah; Davis, Kevin – Educational Leadership, 2019
While it's school building looks like something straight out of Harry Potter, Washington Leadership Academy is best-known for its visionary thinking. One of only 10 schools in the U.S. to receive a $10 million grant from XQ: The Super School Project, the public charter is immersing its mostly minority, low-income students in technology--giving…
Descriptors: Educational Technology, Technology Uses in Education, Leadership Training, Charter Schools
Ruoyu Huang – ProQuest LLC, 2023
Growing up in the digital era, young children are exposed to numerous educational applications and programs, some with well-designed curricula and others focused more on entertainment or game-like qualities. With the increasing popularity of mobile language-learning applications among young children, this dissertation raises a crucial question: do…
Descriptors: Cartoons, Second Language Learning, Second Language Instruction, Animation
Jarred Amato – Corwin, 2024
Independent reading is more than just "drop everything and read" -- it is a gateway to writing, critical thinking, discussion, and deeper learning. Author Jarred Amato, an accomplished middle and high school English teacher and founder of Project LIT Community, believes in the power of independent reading not only to turn around the…
Descriptors: Middle School Students, High School Students, Independent Reading, Learning Activities
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Gottlieb, Owen – Teaching Theology & Religion, 2018
"Lost & Found" is a game series, created at the Initiative for Religion, Culture, and Policy at the Rochester Institute of Technology MAGIC Center. The series teaches medieval religious legal systems. This article uses the first two games of the series as a case study to explore a particular set of processes to conceive, design, and…
Descriptors: Educational Games, Religious Education, Medieval History, Teaching Methods
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