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Memmert, D.; Hagemann, N.; Althoetmar, R.; Geppert, S.; Seiler, D. – Research Quarterly for Exercise and Sport, 2009
This study uses three experiments with different kinds of training conditions to investigate the "easy-to-hard" principle, context interference conditions, and feedback effects for learning anticipatory skills in badminton. Experiment 1 (N = 60) showed that a training program that gradually increases the difficulty level has no advantage over the…
Descriptors: Feedback (Response), Racquet Sports, Difficulty Level, Skill Development
DeRouin-Jessen, Renee E. – ProQuest LLC, 2008
The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's…
Descriptors: Fantasy, Computer Assisted Instruction, Learning Motivation, Rewards
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Ross, John A. – Review of Educational Research, 1988
Meta analysis techniques were used to synthesize research on teaching students how to control variables when designing an experiment. The review included 65 controlled studies. Findings are reported in terms of the influence on effect sizes of characteristics of the study, instruments used, treatments applied, and results' utilities. (SLD)
Descriptors: Effect Size, Elementary Secondary Education, Experiments, Higher Education
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Kennedy, Anne; Gask, Linda; Rogers, Anne – Health Education Research, 2005
We have set out to investigate an approach to improve patients' ability to self-manage chronic illness. For effective health care in chronic disease, we believe patients need to work in partnership with their doctor; patient-centred consultations are one way to achieve this. This report describes our experience of training specialists in…
Descriptors: Video Technology, Intervention, Consultants, Chronic Illness