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Arruda, Eucidio Pimenta; Arruda, Durcelina Pimenta – International Journal on E-Learning, 2014
This text discusses the relationship between leisure and education in contemporary society from the perspective of day-to-day use of videogames by young people and its relationship to learning, and specifically school learning. We intend to analyze, in the light of current academic production, the following question: what possible relations are…
Descriptors: Educational Technology, Video Games, Leisure Time, Learning
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Caro, Cary A. – Contemporary Issues in Education Research, 2014
The Bowl Championship Series served as a collection of bowl games that were designed to crown the national champion in Division One football. The BCS created two classifications of institutions in Division football, those that were granted automatic access (AQ) to the post-season games, and those that were not (non-AQ). The BCS also generated…
Descriptors: Team Sports, Income, College Athletics, Games
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Reyher, Adam – Music Educators Journal, 2014
The field of music is constantly evolving, and technology is advancing at an unprecedented rate. To increase student interest in what is taught in the music classroom, lessons must invite eager participation. This is accomplished by being innovative with lessons--choosing to incorporate concepts that entice and please students while still…
Descriptors: Music Education, Popular Culture, Video Games, Music
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Eastwick, Paul W.; Buck, April A. – Teaching of Psychology, 2014
The Pairing Game is a popular classroom demonstration that illustrates how people select romantic partners who approximate their own desirability. However, this game produces matching correlations that greatly exceed the correlations that characterize actual romantic pairings, perhaps because the game does not incorporate the social relations…
Descriptors: Social Desirability, Interpersonal Attraction, Undergraduate Students, Classroom Techniques
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Hao, Tao; Wang, Zhe; Ardasheva, Yuliya – Journal of Research on Educational Effectiveness, 2021
This meta-analysis reviewed research between 2012 and 2018 focused on technology-assisted second language (L2) vocabulary learning for English as a foreign language (EFL) learner. A total of 45 studies of 2,374 preschool-to-college EFL students contributed effect sizes to this meta-analysis. Compared with traditional instructional methods, the…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
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Martin, Florence; Gezer, Tuba; Anderson, Jimmeka; Polly, Drew; Wang, WeiChao – Educational Media International, 2021
Children are exposed to digital devices at an early age. This study examines parents' perception of student digital safety on technology use, time spent, parent concerns and knowledge on various digital safety topics. Through a survey-based study, we analyzed data collected from 113 parents. Parents mentioned that their kids use Internet via…
Descriptors: Parent Attitudes, Child Safety, Internet, Handheld Devices
Kurtz, Holly; Lloyd, Sterling; Harwin, Alex; Chen, Victor; Gubbay, Natalie – Editorial Projects in Education, 2021
Student engagement is a longstanding concern among educators. The issue became even more urgent in March of 2020, when U.S. schools shut down to slow the spread of the novel coronavirus, forcing millions of American students and teachers to engage in remote learning for the very first time. Although some students thrived in the new environment,…
Descriptors: Learner Engagement, Student Surveys, Teacher Surveys, National Surveys
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Gee, James Paul – Knowledge Quest, 2012
People live in the midst of high-risk complex systems like global warming, a global economy, and global conflicts among civilizations and religions. The pace of change is faster than it has ever been. To succeed in this world children need 21st-century skills. Reading is most certainly one of these. But today reading keeps new company as it sits…
Descriptors: Computers, Popular Culture, Access to Computers, School Libraries
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Kwon, Jungmin – Intervention in School and Clinic, 2012
Computer and video games have much in common with the strategies used in special education. Free resources for game development are becoming more widely available, so lay computer users, such as teachers and other practitioners, now have the capacity to develop games using a low budget and a little self-teaching. This article provides a guideline…
Descriptors: Educational Technology, Computer Games, Video Games, Teaching Methods
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Young, Michael F.; Slota, Stephen; Cutter, Andrew B.; Jalette, Gerard; Mullin, Greg; Lai, Benedict; Simeoni, Zeus; Tran, Matthew; Yukhymenko, Mariya – Review of Educational Research, 2012
Do video games show demonstrable relationships to academic achievement gains when used to support the K-12 curriculum? In a review of literature, we identified 300+ articles whose descriptions related to video games and academic achievement. We found some evidence for the effects of video games on language learning, history, and physical education…
Descriptors: Educational Games, Elementary Secondary Education, Video Games, Evidence
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Javaid, Maria; Ashrafi, Seema; Zefran, Mil; Steinberg, Arnold D. – IEEE Transactions on Learning Technologies, 2016
This paper describes the development and evaluation of an interactive educational program, "Tooth" "P"lacement and "I"dentification "C"oach ("ToothPIC"). The program uses a game-based learning paradigm and 3D visualization techniques to allow first year dentistry and hygiene students to get…
Descriptors: Anatomy, Dentistry, Educational Games, Graduate Students
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Branigan, Holly P.; Tosi, Alessia; Gillespie-Smith, Karri – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2016
It is well established that adults converge on common referring expressions in dialogue, and that such lexical alignment is important for successful and rewarding communication. The authors show that children with an autistic spectrum disorder (ASD) and chronological- and verbal-age-matched typically developing (TD) children also show spontaneous…
Descriptors: Autism, Pervasive Developmental Disorders, Comparative Analysis, Games
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Zhang, Meilan – British Journal of Educational Technology, 2016
Despite the growing scholarly interest in educational computer games, research on popular online educational games is rare. Little is known about which online educational games are popular and to what extent, what kind of users are more interested in these games and how interest in the games is related to academic performance. To fill this gap,…
Descriptors: Educational Games, Computer Uses in Education, Internet, Use Studies
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Bakhsh, Sahar Ameer – English Language Teaching, 2016
Over the last few decades, teaching English become a phenomenon in Saudi Arabia, especially to young learners. English is taught as a main subject in kindergarten and elementary schools. Like any other children, Saudis accept new foreign languages easily, but they get bored very fast if the teacher is teaching them using the old conventional…
Descriptors: Teaching Methods, Educational Games, Vocabulary Development, English (Second Language)
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Sturm, Sean; Turner, Stephen – Educational Philosophy and Theory, 2016
This article considers the "creative education" of influential Aotearoa/New Zealand art educator Elwyn Richardson, which is based on what he calls the "discovery method": the "concentrated study of material from [students'] own surroundings." Through a game that his students play with tyres, we explore the role that…
Descriptors: Educational Philosophy, Foreign Countries, Art Education, Role
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