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Pinton, Giorgio A. – 1977
Curricula for English as a second language geared toward youth and adults in correctional institutions are rare. Using the popular Parker Brothers game, "Monopoly," a learning unit was prepared combining high motivation and entertainment with practice in survival language and computational skills in a real-life situation. This unit is…
Descriptors: Adult Basic Education, Arithmetic, Basic Skills, Behavioral Objectives
Hepburn, Mary A. – 2001
Over the past 20 years there have been numerous studies and frequent warnings about violent television programs and movies arousing young people to act violently. Researchers have pointed to many hours of viewing excessive violence as a potential contributor to violent behavior by youngsters. This digest examines evidence of violence in television…
Descriptors: Childrens Television, Computer Games, Content Analysis, Cultural Awareness
Livingstone, Sonia, Ed.; Bovill, Moira, Ed. – 2001
Integrating broadcasting, video, computing, games, and the Internet, the domestic television screen is being transformed into the site of a multimedia culture. To address questions about the meaning and uses of such new media, this volume brings together work by researchers in 12 countries--Belgium, Denmark, Finland, France, Germany, the United…
Descriptors: Adolescents, Books, Childhood Attitudes, Children
McCoy, Leah P., Ed. – Online Submission, 2009
This document presents the proceedings of the Annual Research Forum. Included herein are the following 29 studies: (1) What Factors Influence Algebra 1 Students' Attitudes toward Math? (Elizabeth A. Allen); (2) Low-Income Student and Teacher Impressions of Kagan Cooperative Learning (Andrea Anderson); (3) Developing and Implementing an Articulated…
Descriptors: High Schools, Student Attitudes, Oral Reading, Writing Strategies
Jacobs, Amy; Kohl, Julie – Teaching Pre K-8, 2007
This article discusses how math skills, teamwork and higher-level thinking come together when students create strategic board games. In this article, the authors provide a glimpse of what it was like to be part of "To the Sun!," a game designed by students in the fifth-grade class at Olive Martin School in Lake Villa, IL. Students combined a math…
Descriptors: Grade 5, Teamwork, Student Interests, Mathematics Skills
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Brenick, Alaina; Henning, Alexandra; Killen, Melanie; O'Connor, Alexander; Collins, Michael – Youth & Society, 2007
The aim of this study is to assess late adolescents' evaluations of and reasoning about gender stereotypes in video games. Female (n = 46) and male (n = 41) students, predominantly European American, with a mean age 19 years, are interviewed about their knowledge of game usage, awareness and evaluation of stereotypes, beliefs about the influences…
Descriptors: Sex Stereotypes, Gender Differences, Video Games, Whites
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Williams, Robert Howard; Williams, Alexander Jonathan – Simulation & Gaming, 2007
The authors have developed a theory of simulation game design (Multiple Identification Theory; MIT) based on earlier research and several of their own studies. They utilize this theory to create a simulation game designed to change attitudes from a stance of competition to one of cooperation. Three questionnaires are constructed that measure…
Descriptors: Educational Games, Competition, Effect Size, Behavior Change
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Derya, Sahhuseyinoglu – Hacettepe University Journal of Education, 2007
The aim of this paper is to present an application of a sample lesson plan which aimed to develop critical thinking skills through educational games. The participants were 46 second year pre-service English Language teachers who were taking a course titled Advanced Reading and Writing II in the Faculty of Education. The lesson plan included a set…
Descriptors: Educational Games, Critical Thinking, Speech Skills, Thinking Skills
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Amory, A. – South African Journal of Higher Education, 2007
While it is often argued that technology could act as a change agent and transform educational practices, individuals, communities, government and society holding their own ideological beliefs limit such a liberalisation of the educational system. To show that the use of educational technology is part of a dialectical struggle this article…
Descriptors: Management Systems, Video Games, Ideology, Educational Practices
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Uysal, Enver – Journal of Moral Education, 2007
Kinalizade (1510-1572) is an important moralist who lived in the sixteenth century Ottoman society. He details his views on ethics in his book "Ahlak-i Ala'i," which consists of three parts. The first part contains the problems of individual ethics and ethics in general, the second deals with family ethics and the third is about state ethics and…
Descriptors: Ethical Instruction, Ethics, Educational Philosophy, Moral Values
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Hsi, Sherry – International Journal of Science Education, 2007
This paper illustrates the intensified engagement that youth are having with digital technologies and introduces a framework for examining "digital fluency"--the competencies, new representational practises, design sensibilities, ownership, and strategic expertise that a learner gains or demonstrates by using digital tools to gather, design,…
Descriptors: Research Methodology, Youth, Video Games, Educational Technology
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Denner, Jill; Werner, Linda – Journal of Educational Computing Research, 2007
Many believe that girls lack the confidence and motivation to persist with computers when they face a challenge. In order to increase the number of girls and women in information technology careers, we need a better understanding of how they think about and solve problems while working on the computer. In this article, we describe a qualitative…
Descriptors: Computers, Programming, Females, Summer Programs
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Hong, Saahoon; Bart, William M. – International Journal of Special Education, 2007
Cognitive effects of chess instruction on students at risk for academic failure was examined. Thirty-eight students, from three elementary schools, participated in this study. The experimental group received a ninety-minute chess lesson once per week over a three-month period; and the control group students regularly attended school activities…
Descriptors: Experimental Groups, Control Groups, School Activities, Academic Failure
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Smart, Julie; Marshall, Jeff – Science and Children, 2007
Children possess a genuine curiosity for exploring the natural world around them. One third grade teacher capitalized on this inherent trait by leading her students on "A Geometric Scavenger Hunt." The four-lesson inquiry investigation described in this article integrates mathematics and science. Among the students' discoveries was the fact that…
Descriptors: Grade 3, Geometric Concepts, Educational Games, Elementary School Mathematics
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Lopez-Morteo, Gabriel; Lopez, Gilberto – Computers and Education, 2007
In this paper, we introduce an electronic collaborative learning environment based on Interactive Instructors of Recreational Mathematics (IIRM), establishing an alternative approach for motivating students towards mathematics. The IIRM are educational software components, specializing in mathematical concepts, presented through recreational…
Descriptors: Mathematics Instruction, Educational Environment, Cooperative Learning, Student Motivation
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