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1. Simulation/Gaming in Teacher Education: An Annotated Bibliography of Selected Sources for Use in the Development of Teacher Training Programs.

2. Activity File of Learning Center and Classroom Multi-Cultural Activities.

3. Middle School Teachers' Perceptions of the Use of Serious Games for Students with Attention Deficit Hyperactivity Disorder

4. Enhancing the Digital Competence of Prospective Primary School Teachers through Utilizing Kahoot!

5. 'Benkangen' Game: Digital Media in Elementary School Indonesian Language

6. The Effect of Digital Game Design-Supported Coding Education on Gifted Students' Scratch Achievement and Self-Efficacy

7. Effects of Gamified Grammar and Vocabulary Learning in an English Course on EFL Students in Thailand

8. Using Games to Develop Number Sense in Early Grade Maths Clubs

9. Three- to Six-Year-Olds Demonstration of Connection to Nature at a Montessori School in the Upper Midwest

10. Low-Threshold Digital Educational Escape Rooms Based on 360VR and Web-Based Forms

11. Escape Rooms as Tools for Learning through Failure

12. Design and Implementation of Interactive, Remote Online Escape Rooms in Medicinal Chemistry

13. Technology-Infused Teams-Games-Tournaments in English Language Class: A Mixed Method Study on Students' Achievement and Perception

14. Determining Teachers' Views Intended the Use of Digital Games in Science Education

15. Edpuzzle for E-Learning: A Study of Perceived Advantages and Limitations

16. Enhancing Reading Performance in Students with Diverse Educational Needs Using Reading Racetracks: A Single Case Study

17. A 'Puzzling Physiology and Nobel Laureates' Game: Engaging BSN Students in Physiology & Medicine

18. Innovative Learning Activities for Ethnically Diverse Students in Macedonian Science Education

19. Evaluating the Impacts of NTC Learning System on the Motivation of Students in Learning Physics Concepts Using Card-Based Learning Approaches

20. The Contribution of Board Games to Pre-Kindergarten Students' Oral Production

21. Effects of Digital Game-Based Learning in STEM Education on Students' Motivation: A Systematic Literature Review

22. The Development of Instruction Media in Board Game to Enhance the Capability in the Development of Thai Textbook and the Happiness in Learning for Undergraduate Students

23. The Effects of Digital Game-Based Learning in Technology-Oriented Course: A Case Study in the Biochemistry Department

24. Relationship and Variation of Dimensions in Gamified Experiences Associated with the Predictive Model Using GAMEX

25. Exploring Mixed Reality Board Games as an Innovative Educational Tool for Teaching History in Primary Schools

26. Demonstrating Pedagogical Content Knowledge through the Development of Educational Science Board Games

27. Effectiveness of Innovative Learning Media in Elementary Schools during the COVID-19 Pandemic

28. The Reflections of the 'Stop Climate Change Digital Game' on Primary School Students' Learning about Climate Change

29. Improving Fifth-Grade Students' Vocabulary Mastery Using Flashcards at SDN 23 Pangkalpinang

30. Choose Your Own Research Adventure: An Asynchronous Tutorial to Address 'Research as Inquiry'

31. A Linear Algebra Quiz Game as a Supplementary Learning Tool in Tertiary-Level

32. Beyond Play: The Interplay of Analogy and Enjoyment in Game-Based Learning

33. Effect of Gamification on Gamers: Evaluating Interventions for Students Who Game the System

34. League of VetaHumanz SuperPower Pack Program: Introducing Young People from Diverse Backgrounds to STEM Learning Activities and Veterinary Science Careers

35. Preparing UK Students for the Workplace: The Acceptability of a Gamified Cybersecurity Training

36. Computer Game Development for Balancing Chemical Equations Skill in Chemistry Education

37. EFL Special Education Teachers' Perspectives: Evaluating Game-Based Learning for ADHD Behavioral Disorders

38. Learning Newtonian Mechanics with an Intrinsically Integrated Educational Game

39. Mindfulness in a Digital Math Learning Game: Insights from Two Randomized Controlled Trials

40. It Takes Two to O?tho: A Tabletop Action-Based Embodied Design for the Cartesian System

41. Analysis of Learning Effectiveness and Behavioral Patterns of Cognitive Scaffolding and Collaborative Problem-Solving Processes in a Historical Educational Game

42. JEDi -- A Digital Educational Game to Support Student Training in Identifying Portuguese-Written 'Fake News': Case Studies in High School, Undergraduate and Graduate Scenarios

43. Evaluating Support Systems and Interface Efficiency in Hour of Code's Minecraft Adventurer

44. Capturing Self-Regulated Learning Processes in Virtual Reality: Causal Sequencing of Multimodal Data

45. Game Changer: Cloud-Based Classroom Interactions Powered by Google Sheets

46. Examining the Effects of a Game-Based Learning Environment on Fifth Graders' Reading Comprehension and Reading Motivation

47. Evaluation of the Pack: Integrating a Computational Thinking Game in Middle School Classrooms

48. The Impact of Team Synchrony on Argument Construction and Science Knowledge Acquisition: Insights from a Science Learning Game

49. An Evaluation of the Association between the Use of the Ignite by Hatch™ Educational Gaming System and the Developmental Status of Young Children Participating in the Georgia DECAL Summer Transition Program. CEME Technical Report. CEMETR-2023-06

50. Classroom-Based STEM Assessment: Contemporary Issues and Perspectives. Executive Summary

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