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Séguin, Daniel; Klimek, Victoria – Early Child Development and Care, 2016
This study explored the relationship between electronic media use, sleep and behaviour in preschool-aged children between the ages of three and five years. The primary hypothesis of this study was that excessive electronic media use (>2 hours a day) would positively correlate with sleep patterns (in particular, disturbances) and negative…
Descriptors: Child Behavior, Young Children, Sleep, Preschool Children
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Poondej, Chanut; Lerdpornkulrat, Thanita – Australian Educational Computing, 2016
In the literature, the potential efficacy of the gamification of education has been demonstrated. The aim of this study was to explore the influence of applying gamification techniques to increase student engagement in learning. The quasi-experimental nonequivalent-control group design was used with 577 undergraduate students from six classes. The…
Descriptors: Foreign Countries, Undergraduate Students, Educational Games, Learning Activities
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Okpube, Nnaemeka Michael; Anugwo, M. N. – International Journal of Evaluation and Research in Education, 2016
This study investigated the Card Games and Algebra tic-Tacmatics on Junior Secondary II Students' Achievement in Algebraic Expressions. Three research questions and three null hypotheses guided the study. The study adopted the pre-test, post-test control group design. A total of two hundred and forty (240) Junior Secondary School II students were…
Descriptors: Games, Algebra, Mathematics Instruction, Secondary School Students
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Heffernan, Amanda; Fogarty, Roderick; Sharplin, Elaine – Australian and International Journal of Rural Education, 2016
Many Australian teachers will spend part of their careers working in small rural schools and communities, yet specific preparation for rural and remote teaching contexts during pre-service teacher education remains limited. While government reports recommend the use of innovative and engaging approaches to enhance pre-service teachers' classroom…
Descriptors: Rural Education, Preservice Teacher Education, Preservice Teachers, Online Courses
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Jenny, Seth E.; Thompson, Robin M. – International Journal of Technology in Teaching and Learning, 2016
Mobile gaming has become immensely popular with the growing ease of access and the variety of inexpensive options now being offered. Pokémon Go, a cellular phone game that combines augmented reality (AR) and global positioning system (GPS) location to catch digital characters in the real world, is a free download that has broken participation…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Computer Simulation
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Jacovina, Matthew E.; Jackson, G. Tanner; Snow, Erica L.; McNamara, Danielle S. – Grantee Submission, 2016
Game-based practice within Intelligent Tutoring Systems (ITSs) can be optimized by examining how properties of practice activities influence learning outcomes and motivation. In the current study, we manipulated when game-based practice was available to students. All students (n = 149) first completed lesson videos in iSTART-2, an ITS focusing on…
Descriptors: Reading Comprehension, Educational Games, Intelligent Tutoring Systems, Reading Instruction
Miller, Carol – Research Press Publishers, 2016
A fun-filled game plan to help boys of upper elementary and middle-school age build trust, respect, and peer connections, "Building Champions" covers the topics boys most want and need to become better friends, classmates, and citizens. Numerous hands-on and interactive experiences maintain group members' interest and allow them to…
Descriptors: Group Counseling, Males, Elementary School Students, Middle School Students
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Liu, Sylvia; Yuen, Mantak; Rao, Nirmala – Journal of Psychologists and Counsellors in Schools, 2015
This exploratory study involved a structured group-games intervention to develop first-grade students' social competence. The effects were evaluated by assessing possible outcomes for the children's social status. A sample of 119 first-grade, mixed-ability students from a Hong Kong primary school participated in the sessions (63 boys, 56 girls:…
Descriptors: Intervention, Grade 1, Elementary School Students, Interpersonal Competence
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Denner, Jill; Werner, Linda; O'Connor, Lisa – NASPA Journal About Women in Higher Education, 2015
Community colleges (CC) are obvious places to recruit more women into computer science. Enrollment at CCs has grown in response to a struggling economy, and students are more likely to be from underrepresented groups than students enrolled in 4-year universities (National Center for Education Statistics, 2008). However, we know little about why so…
Descriptors: Community Colleges, Academic Persistence, Females, Womens Education
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Rosman, Fuziah; Alias, Norlidah; Rahman, Mohd Nazri Abdul; Dewitt, Dorothy – Malaysian Online Journal of Educational Technology, 2015
This study aims at reviewing the curriculum design by including video games in the implementation of the Malay language course at an Institute of Higher Learning. The objective of this study is to obtain expert opinion on the expected manner of implementation of video games in learning the Malay language. The Fuzzy Delphi technique (FDM) is used…
Descriptors: Foreign Countries, Foreign Students, Universities, College Students
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Lodewyk, Ken R. – Physical Educator, 2015
The academic advantages of knowledge are often compromised when learners and teachers hold counterproductive epistemic beliefs, that is, personal convictions about the nature of knowledge and knowing. This study was an investigation of associations between prospective physical educators' game-specific epistemic beliefs (worldviews and beliefs in…
Descriptors: Foreign Countries, Preservice Teachers, Physical Education Teachers, Educational Practices
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Shewmake, Cole J.; Merrie, Michael D.; Calleja, Paul – Physical Educator, 2015
Literature indicates that technology, including exergaming, is popular among adolescents and can be used as a supplemental tool in the physical education classroom. Therefore, the purpose of this study was to examine third and fourth grade students' perceived enjoyment and exertion levels toward exergaming in relation to traditional physical…
Descriptors: Physical Education, Video Games, Supplementary Education, Elementary School Students
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Casey, Ashley; Quennerstedt, Mikael – Research Quarterly for Exercise and Sport, 2015
Purpose: The purpose of this article was to investigate how boys communicate previous experiences of cultural norms in physical education (PE) practice. This was done by analyzing what boys (from a school in the United Kingdom) remember about PE 2 years after they last participated. Making use of autobiographical memory theory and John Dewey's…
Descriptors: Foreign Countries, Males, Cultural Influences, Physical Education
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Méndez, Laura; Lacasa, Pilar – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The purpose of this study is to provide a framework for analysis from which to interpret the transformations that take place, as perceived by the participants, when commercial video games are used in the classroom. We will show how Activity Theory (AT) is able to explain and interpret these changes. Method: Case studies are…
Descriptors: Foreign Countries, Video Games, Social Theories, Case Studies
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Yarlott, David, Jr. – Tribal College Journal of American Indian Higher Education, 2015
As president of Little Big Horn College, David Yarlott writes that he had the good fortune to be involved in several events with Indigenous peoples from other countries. He has participated in several World Indigenous Nations Higher Education Consortium (WINHEC) conferences and also a World Indigenous Peoples Conference on Education (WIPCE). The…
Descriptors: Tribally Controlled Education, College Presidents, Best Practices, American Indian Students
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