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Yesengazyevna, Sagimbayeva Ainur; Niyetbayeva, Nadira; Tassuov, Bolat; Kalima, Tuyenbayeva; Bekbulatovna, Arystanova Assel – Cypriot Journal of Educational Sciences, 2022
The purpose of this research is to get students' opinions on teaching programming to students with the help of educational games in the conditions of additional education in computer science. In order to carry out the study in accordance with the main purpose, the phenomenological approach, one of the qualitative research methods, was used. The…
Descriptors: Computer Science Education, Educational Games, College Students, Student Attitudes
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Wardoyo, Cipto; Satrio, Yogi Dwi; Narmaditya, Bagus Shandy; Wibowo, Agus – Cypriot Journal of Educational Sciences, 2021
Providing teaching and learning activities during the Covid-19 pandemic has been a global challenge, and the government has responded to this issue by conducting distance learning using technology. This study introduces and evaluates gamification learning in economics employing to enhance the students' achievements. This study elaborates on a new…
Descriptors: Foreign Countries, COVID-19, Pandemics, Economics Education
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Kayhan, Nilay; Pistav Akmese, Pelin – Cypriot Journal of Educational Sciences, 2018
This study aims to examine the compulsory courses related to the game and game teaching in special education teacher training undergraduate programme in terms of number, term, credit and content. The data in descriptive study have been determined using document analysis technique. It has been stated that pre-service teachers in most of the EU…
Descriptors: Foreign Countries, Educational Games, Required Courses, Preservice Teacher Education
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Almeida, Fernando – Cypriot Journal of Educational Sciences, 2017
The teaching of entrepreneurship is currently a fundamental pillar in the construction of social responsibility with strong impact on the future economic development of society. The use of serious games in the entrepreneurship field is a way of encouraging students' motivation to become entrepreneurs and develop their skills in the field. In this…
Descriptors: Entrepreneurship, Social Responsibility, Teaching Methods, Educational Games
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Hursen, Cigdem; Salaz, Dursun – Cypriot Journal of Educational Sciences, 2016
The purpose of this study is to investigate the effects of authentic childhood games in teaching English. The study group of the research consists of 43 5-year-old kindergarten students. The study was carried out in the first semester of 2014-2015 academic year. An experimental method was used in this study to state the effects of teaching English…
Descriptors: Kindergarten, Educational Games, Second Language Instruction, English (Second Language)