NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 9,691 to 9,705 of 20,283 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Sarriera, Jorge Castella; Abs, Daniel; Casas, Ferran; Bedin, Livia Maria – Social Indicators Research, 2012
This paper's main objective is to show relations between interest in media, perceived social support and adolescents' personal well-being. For this purpose, 1,589 Brazilian adolescents answered a questionnaire containing Cummins' Personal Well-Being, Vaux's Social Support Appraisals and Casas' interest in media scales. The media in study are: The…
Descriptors: Video Games, Structural Equation Models, Adolescents, Data Analysis
Peer reviewed Peer reviewed
Direct linkDirect link
Colom, Roberto; Quiroga, Ma. Angeles; Solana, Ana Beatriz; Burgaleta, Miguel; Roman, Francisco J.; Privado, Jesus; Escorial, Sergio; Martinez, Kenia; Alvarez-Linera, Juan; Alfayate, Eva; Garcia, Felipe; Lepage, Claude; Hernandez-Tamames, Juan Antonio; Karama, Sherif – Intelligence, 2012
Here gray and white matter changes after four weeks of videogame practice were analyzed using optimized voxel-based morphometry (VBM), cortical surface and cortical thickness indices, and white matter integrity computed from several projection, commissural, and association tracts relevant to cognition. Beginning with a sample of one hundred young…
Descriptors: Tests, Cognitive Ability, Control Groups, Intelligence
Peer reviewed Peer reviewed
Direct linkDirect link
Turner, Nigel E.; Paglia-Boak, Angela; Ballon, Bruce; Cheung, Joyce T. W.; Adlaf, Edward M.; Henderson, Joanna; Chan, Vincy; Rehm, Jurgen; Hamilton, Hayley; Mann, Robert E. – International Journal of Mental Health and Addiction, 2012
Video game playing has become a very popular activity among adolescents. Its impact on the mental health and well-being of players is just beginning to be explored. This paper reports on the prevalence of problematic gaming in a representative sample of 2,832 Ontario students in grades 7 to 12. The survey included questions about the school grade,…
Descriptors: Adolescents, Foreign Countries, Incidence, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Bijvank, Marije Nije; Konijn, Elly A.; Bushman, Brad J. – Journal of Adolescence, 2012
This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking. Participants were Dutch boys in public schools (N =…
Descriptors: Video Games, Standardized Tests, At Risk Persons, Ability Grouping
Peer reviewed Peer reviewed
Direct linkDirect link
Dietel, Ron – Kappa Delta Pi Record, 2012
Even as the Internet and i-devices have changed so many parts of people's lives, educational testing has not changed substantially in decades. Though researchers and educators have for years raised ample concerns about existing tests, assessments have barely evolved. Further, despite years of expanded testing and greater school accountability,…
Descriptors: Student Evaluation, Teacher Effectiveness, Accountability, National Competency Tests
Henderson, Nancy – Exceptional Parent, 2009
This article presents the 2009 toy review & gift guide and recommends some fun toys and games, plus a few helpful products for families of children with special needs. Some of this year's picks are educational, some are entertaining, and some are designed to protect and safeguard kids of all ages. General guidelines to follow when shopping for…
Descriptors: Disabilities, Toys, Special Needs Students, Games
Peer reviewed Peer reviewed
Direct linkDirect link
Guastello, Stephen J. – American Psychologist, 2009
Comments on the article Leadership, followership, and evolution: Some lessons from the past by Van Vugt, Hogan, and Kaiser. This article offers a fresh perspective on leaders, followers, and their possible origins in nonhuman and primitive human behavior patterns. The connections between group coordination, leadership, and game theory have some…
Descriptors: Game Theory, Behavior Patterns, Leadership, Evolution
Maxwell, D. Jackson – Library Media Connection, 2009
Valentine's Day presents an opportunity to show loved ones they are appreciated. Sweethearts, spouses, and families exchange gifts to express affection. Beyond traditional celebrations, new customs such as a romantic dinner, attending movies, and exchanging jewelry have been added. This article presents a brief history of Valentine's Day and a…
Descriptors: Holidays, History, Games, Research
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Smith, Terry K. – Education Sciences, 2014
This mixed methods study examined the effectiveness of a virtual world curriculum for teaching elementary students complex science concepts and skills. Data were collected using pre- and post-content tests and a student survey of engaged learning, An additional survey collected teacher observations of 21st century competencies conducive to…
Descriptors: Elementary School Science, Science Instruction, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Lu, Jie; Meng, Sue; Tam, Vincent – Educational Media International, 2014
This paper describes a project, including the design, development, and use of a mobile application (referred to as application hereafter) for learning Chinese as a second language in a bilingual primary school. The application was designed for iPod Touch Apple technology with the purpose to facilitate learning of a fundamental set of 200 Chinese…
Descriptors: Teaching Methods, Educational Technology, Telecommunications, Elementary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
DiSalvo, Betsy; Guzdial, Mark; Bruckman, Amy; McKlin, Tom – Journal of the Learning Sciences, 2014
Why would individuals who are capable of learning opt not to? Learning is important for stability and success. It would seem rational that students in groups that are frequently underrepresented or marginalized would be motivated to learn. However, negotiation of multiple identities and self-beliefs can impact motivations to learn. For example,…
Descriptors: Video Games, Computer Science Education, African Americans, Males
Peer reviewed Peer reviewed
Direct linkDirect link
Cooper, Kristy S. – American Educational Research Journal, 2014
This case study analyzes how and why student engagement differs across 581 classes in one diverse high school. Factor analyses of surveys with 1,132 students suggest three types of engaging teaching practices--connective instruction, academic rigor, and lively teaching. Multilevel regression analyses reveal that connective instruction predicts…
Descriptors: Teaching Methods, High School Students, Learner Engagement, Regression (Statistics)
Peer reviewed Peer reviewed
Direct linkDirect link
Dejonckheere, Peter J. N.; Desoete, Annemie; Fonck, Nathalie; Roderiguez, Dave; Six, Leen; Vermeersch, Tine; Vermeulen, Lies – Electronic Journal of Research in Educational Psychology, 2014
Introduction: In the present study we used a metaphorical representation in order to stimulate the numerical competences of six-year-olds. It was expected that when properties of physical action are used for mathematical thinking or when abstract mathematical thinking is grounded in sensorimotor processes, learning gains should be more pronounced…
Descriptors: Mathematics Instruction, Number Concepts, Elementary School Mathematics, Numeracy
Sanchez, Rebecca Polley; Bartel, Chelsea M; Brown, Emily; DeRosier, Melissa – Grantee Submission, 2014
This study tested the acceptability and efficacy of an innovative intelligent tutoring system (ITS), "Adventures Aboard the S.S. GRIN," that translates the evidence-based in-person Social Skills Group Intervention (SSGRIN), into an interactive game-based social tutorial. This randomized controlled pilot trial tested the first half of the…
Descriptors: Intelligent Tutoring Systems, Program Effectiveness, Interpersonal Competence, Intervention
Wendt, Staci; Rice, John; Nakamoto, Jonathan – WestEd, 2014
The MIND Research Institute contracted with the Evaluation Research Program at WestEd to conduct an independent assessment of mathematics outcomes in elementary school grades across California that were provided with the ST Math program. Spatial-Temporal (ST) Math is a game-based instructional software designed to boost K-5 and secondary-level…
Descriptors: Educational Games, Computer Software, Teaching Methods, Elementary School Mathematics
Pages: 1  |  ...  |  643  |  644  |  645  |  646  |  647  |  648  |  649  |  650  |  651  |  ...  |  1353