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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. Bacttle: A Microbiology Educational Board Game for Lay Public and Schools

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

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

6. Addressing Methodological Challenges in Follow-Up RCTs during the COVID-19 Pandemic: The Impact of the Good Behavior Game and MyTeachingPartner™ on Teacher Burnout and Self-Efficacy

7. Integrating a Movement-Based Learning Platform as Core Curriculum Tool in Kindergarten Classrooms

8. Now You See Me, Now You Don't: Children Learn Grammatical Choices during Online Socially Contingent Video and Audio Interactions

9. Gamification and Player Type: Relationships of the HEXAD Model with the Learning Experience

10. Evaluation of the Good Behavior Game Using ClassDojo in Secondary Classrooms

11. Estimating Climate Change Numbers: Mental Computation Strategies That Can Support Science Learning

12. Development and Implementation of an Educational STEM Escape Room to Improve Student Engagement with Course Material and Program Recruitment

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

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

15. Creating a Chemical Escape Room at the University Level: Innovative Resources for Future Primary School Teachers

16. Addition to 'Interactions 500: Design, Implementation, and Evaluation of a Hybrid Board Game for Aiding Students in the Review of Intermolecular Forces during COVID-19 Pandemic'

17. Using Game-Based Learning and Quantum Computing to Enhance STEAM Competencies in K-16 Education

18. Teachers' Opinions toward Implementing Affect-Focused Mathematics Teaching in Real and Virtual Classrooms

19. Gamifying Online Learning: An Evaluation of Kahoot's Effectiveness in Promoting Student Engagement

20. In-Service School Teachers' Evaluation of YOUth Go, a Platform for Easily Creating Educational Location-Based Games That Require Players' Physical Activity

21. Reducing Teacher Distress through Implementation of the Good Behavior Game

22. A Description of Suspected Concussions in Football-Related Activities among K-12 Students in Utah

23. Combining Inquiry, Universal Design for Learning, Alternate Reality Games and Augmented Reality Technologies in Science Education: The IB-ARGI Approach and the Case of Magnetman

24. A Mobile Contextualized Educational Game Framework with ChatGPT Interactive Scaffolding for Employee Ethics Training

25. Operating under Stress: An Experiential Exercise to Illustrate the Sources and Consequences of Work Stress

26. Enhancing Mandarin Learning through Classroom Response Apps: A Comparison of Cognitive and Affective Factors in Touch and Shaking Responses

27. Hacking Gender in Computer-Supported Collaborative Learning: The Experience of Being in Mixed-Gender Teams at a Computer Science Hackathon

28. Using a Video Activity Schedule to Teach Cooperative Games to Autistic Children in a Camp Setting

29. 'Parlure Games': Leaping Outta the HVPT Lab and into the Ecological Classroom

30. A Meta-Analysis on the Effectiveness of Gamification on Student Learning Achievement

31. The Effect of Gametics Game Program on Visual Perception and Attention Skills: An Experimental Study on Third-Grade Students

32. Higher Education Students' Experiences of Game-Based Learning -- Fostering and Hampering Aspects in Virtual Teamwork

33. Incorporating Gamification in Second Language Learning: A Bibliometric Analysis

34. A Systematic Review of Game-Based Assessment in Education in the Past Decade

35. Early Prediction of Mid-Term and Final Scores Using Deep Learning Models

36. Developing an Augmented Reality-Based Board Game for Teaching Atomic Models

37. Do Primary School Teachers Prefer Digital or Non-Digital Games to Support Mathematics Instruction?

38. Exploring Beliefs and Practices towards Teaching Probability Using Games: A Case Study of One Fijian Secondary Mathematics Teacher

39. Development of a Serious Game as a Natural Hazard Planning Decision Support Tool

40. Enhancing Chinese Vocabulary Memorization Skills through Blooket Games Combined with Active Learning for First-Year Students in the Chinese Language Teaching Program at Rajabhat Mahasarakham University

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

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

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

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

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

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

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

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

49. 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

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

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