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Cao, Yan – ProQuest LLC, 2014
Knowledge elicitation from human beings is important for many fields, such as decision support systems, risk communication, and customer preference studying. Traditional approaches include observations, questionnaires, structured and semi-structured interviews, and group discussions. Many publications have been studying different techniques for a…
Descriptors: Educational Games, Knowledge Representation, Concept Formation, Concept Mapping
Essig, Michael R. – ProQuest LLC, 2014
A thematic analysis qualitative study was used to identify the unethical challenges encountered by Information Technology (IT) professionals working within the Nevada casino industry. Fourteen current and former IT leaders working or who worked in the Nevada casino industry were interviewed. Using thematic analysis, nine themes regarding ethical…
Descriptors: Ethics, Information Technology, Games, Industry
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Rooney, Pauline – International Journal of Game-Based Learning, 2012
It is widely acknowledged that digital games can provide an engaging, motivating and "fun" experience for students. However an entertaining game does not necessarily constitute a meaningful, valuable learning experience. For this reason, experts espouse the importance of underpinning serious games with a sound theoretical framework which…
Descriptors: Educational Games, Computer Games, Instructional Design, Constructivism (Learning)
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Schonau-Fog, Henrik; Bjorner, Thomas – Bulletin of Science, Technology & Society, 2012
In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing…
Descriptors: Foreign Countries, Computer Games, Video Games, College Students
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Fiorella, Logan; Mayer, Richard E. – Journal of Educational Psychology, 2012
The purpose of this study was to test the instructional value of adding paper-based metacognitive prompting features to a gamelike environment for learning about electrical circuits, called the Circuit Game. In Experiment 1, students who were prompted during Levels 1 through 9 to direct their attention to the most relevant features of the game and…
Descriptors: Prompting, Metacognition, Experiments, Equipment
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O'Connor, Jane; Fotakopoulou, Olga – Contemporary Issues in Early Childhood, 2016
The rise in personal ownership of touch-screen technology such as iPads and smartphones in the UK in recent years has led to the increasing use of such technology by babies and very young children. This article explores this practice via an online parental survey with 226 UK parents of children aged 0-3 years within the context of the current…
Descriptors: Handheld Devices, Foreign Countries, Parent Surveys, Online Surveys
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Atici, Bünyamin – Journal of Education and Learning, 2016
The developments which were experienced in the communication and technology area made internet an important part of the daily life. In this respect, the virtual communities are in prominent place which are insulated from the time and place. In the study, Hakkarim.net is researched that formed our subject as one of the most different examples of…
Descriptors: Qualitative Research, Interviews, Ethnography, Observation
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Bridgstock, Ruth – Innovations in Education and Teaching International, 2016
This article explores how universities might engage more effectively with the imperative to develop students' twenty-first century skills for the information society, by examining learning challenges and professional learning strategies of successful digital media professionals. The findings of qualitative interviews with professionals from…
Descriptors: Learning Strategies, Higher Education, Foreign Countries, Multimedia Materials
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Laughlin, Michael K.; Happel, Kathleen – Strategies: A Journal for Physical and Sport Educators, 2016
Goalball, a sport designed for those with visual impairments, is a competitive and recreational sport enjoyed by athletes around the world. Students with and without visual impairments can experience positive outcomes when teachers appropriately include a goalball unit as part of their inclusive secondary physical education curriculum. This…
Descriptors: Physical Education, Curriculum Development, Units of Study, Secondary School Curriculum
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Al-Tarawneh, Mohammad Hasan – Journal of Education and Practice, 2016
This study aimed at investigating the effectiveness of educational games on scientific concepts acquisition by the first grade students. The sample of the study consisted of (53) male and female students distributed into two groups: experimental group (n = 26) which taught by educational games, and control group (n = 27) which taught by…
Descriptors: Scientific Concepts, Educational Games, Grade 1, Experimental Groups
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Prigmore, M.; Taylor, R.; De Luca, D. – Computer Science Education, 2016
This paper presents the findings of an exploratory case study into the relationship between student autonomy and motivation in project based learning, using Self-Determination Theory (SDT) to frame the investigation. The case study explores how different forms of motivation affect the students' response to challenges and their intention to…
Descriptors: Case Studies, Personal Autonomy, Learning Motivation, Active Learning
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Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami – Interactive Technology and Smart Education, 2016
Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…
Descriptors: Simulated Environment, Educational Games, Emergency Programs, Computer Simulation
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Harvey, Stephen; Smith, Megan L.; Song, Yang; Robertson, David; Brown, Renee; Smith, Lindsey R. – Journal of Teaching in Physical Education, 2016
The Tactical Games Model (TGM) prefaces the cognitive components of physical education (PE), which has implications for physical activity (PA) accumulation. PA recommendations suggest students reach 50% moderate-vigorous physical activity (MVPA). However, this criterion does not indicate the contribution from vigorous physical activity (VPA).…
Descriptors: Physical Education, Teaching Methods, Educational Games, Physical Activities
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Tucker-Raymond, Eli; Lewis, Naama; Moses, Maisha; Milner, Chad – Journal of Science Education and Technology, 2016
Access to science, technology, engineering, and mathematics fields serves as a key entry point to economic mobility and civic enfranchisement. Such access must take seriously the intellectual power of the knowledge and practices of non-dominant youth. In our case, this has meant to shift epistemic authority in mathematics from academic…
Descriptors: Peer Teaching, Mathematics, Mathematics Instruction, Mathematics Education
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Ebbs, Morgan – CEA Forum, 2016
In the spring semester of 2015, Morgan Ebbs made the bold decision to take a class called "The Rhetoric of Gaming." Having only really played games during childhood, Ebbs now thinks that choice was a bit naive. He is not ashamed to admit that he was the definition of what some like to refer to as "casual," "plebe," or…
Descriptors: College Students, Student Attitudes, Attitude Change, Games
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