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Farmer, Steven C. – Journal of Chemical Education, 2011
The use of in-class stories is an excellent way to keep a class interested in subject matter. Many organic chemistry classes are populated by nonchemistry majors, such as pre-med, pre-pharm, and biology students. Trivia questions are presented that are designed to show how organic chemistry is an important subject to students regardless of their…
Descriptors: Majors (Students), Organic Chemistry, Biology, Student Interests
O'Brien, Tom – Mathematics Teaching, 2011
This article features a mathematical game called "Mystery Person." The author describes how the Mystery Person game was tried with first-graders [age 6]. The Mystery games involve the generation of key questions, the coordination of information--often very complex information--and the formulation of consequences based on this…
Descriptors: Mathematics Activities, Grade 1, Games, Mathematics Instruction
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Crews, Annalisa – Knowledge Quest, 2011
Research supports the use of games in public, academic, and school libraries as a way to engage patrons and students, and to help develop important skills. Games provide stories and information, presented in a new format. They encourage critical thinking and problem solving and accomplish objectives of curriculum frameworks and meet AASL Standards…
Descriptors: School Libraries, Educational Games, Librarian Teacher Cooperation, Instructional Materials
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Wells, Jenny C.; Narkon, Drue E. – Intervention in School and Clinic, 2011
Vocabulary instruction across the content areas aids reading comprehension, making it time well spent in the classroom. Although students with learning disabilities (LD) need many practice opportunities to learn new words, engaging them in vocabulary instruction may prove challenging. Due to their past difficulties in acquiring reading skills,…
Descriptors: Reading Comprehension, Learning Disabilities, Student Motivation, Reading Skills
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McFarlin, Brian K.; Weintraub, Randi J.; Breslin, Whitney; Carpenter, Katie C.; Strohacker, Kelley – Educational Technology & Society, 2011
Online-learning environment can substantially improve student learning and retention of key health concepts. In this case report, we describe our approach for the design of online learning modules to teach concepts in an undergraduate health science/kinesiology curriculum. This report describes our use of these concepts in two lower division and…
Descriptors: Electronic Learning, Online Courses, Learning Modules, Educational Technology
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Souto-Manning, Mariana – Teaching and Teacher Education: An International Journal of Research and Studies, 2011
In preparing White teachers to educate a diverse society, teacher educators must help them see the veil which colors their views of the world and privileges them. This study explores the need for playing with power and privilege to deconstruct the concept of meritocracy and challenge the idea of one-ness, thereby fostering more conscious locations…
Descriptors: Preservice Teacher Education, Teacher Attitudes, Teacher Educators, Consciousness Raising
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Holtz, Peter; Appel, Markus – Journal of Adolescence, 2011
In early adolescence, the time spent using the Internet and video games is higher than in any other present-day age group. Due to age-inappropriate web and gaming content, the impact of new media use on teenagers is a matter of public and scientific concern. Based on current theories on inappropriate media use, a study was conducted that comprised…
Descriptors: Behavior Problems, Video Games, Early Adolescents, Internet
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Chow, Alan F.; Woodford, Kelly C.; Maes, Jeanne – International Journal of Mathematical Education in Science and Technology, 2011
Student understanding and retention can be enhanced and improved by providing alternative learning activities and environments. Education theory recognizes the value of incorporating alternative activities (games, exercises and simulations) to stimulate student interest in the educational environment, enhance transfer of knowledge and improve…
Descriptors: Student Interests, Problem Solving, Educational Environment, Thinking Skills
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Elstad, Eyvind; Turmo, Are – Education, Knowledge & Economy: A Journal for Education and Social Enterprise, 2011
As education systems around the world move towards increased accountability based on performance measures, it is important to investigate the unintended effects of accountability systems. This article seeks to explore the extent to which head teachers in a large Norwegian municipality may resort to gaming the incentive system to boost their…
Descriptors: Incentives, Academic Achievement, Sampling, Accountability
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Rahman, Mustafizur; Ferdous, S. M.; Ahmed, Syed Ishtiaque; Anwar, Anika – Interactive Technology and Smart Education, 2011
Purpose: Speech disorder is one of the most common problems found with autistic children. The purpose of this paper is to investigate the introduction of computer-based interactive games along with the traditional therapies in order to help improve the speech of autistic children. Design/methodology/approach: From analysis of the works of Ivar…
Descriptors: Play, Autism, Interaction, Speech Skills
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Trespalacios, Jesus; Chamberlin, Barbara; Gallagher, Rachel R. – TechTrends: Linking Research and Practice to Improve Learning, 2011
In this content analysis study, researchers explored middle school students' preference for playing video games and the possible implications for learning environments. During two-week, summer sessions, learners played videos games and answered questions related to their preferences in different settings. Students' preferences and justifications…
Descriptors: Middle School Students, Student Attitudes, Cooperation, Summer Programs
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Hupp, Stephen D. A.; Reitman, David; Everett, Gregory E.; Allen, Keith D.; Kelley, Mary Lou – Child & Family Behavior Therapy, 2011
This is the second study to investigate the clinical use of the Parent-Instruction Game with Youngsters (PIGGY) which is a structured observation system derived from the Dyadic Parent-Child Interaction Coding System II (DPICS-II; Eyberg, Bessmer, Newcomb, Edwards, & Robinson, 1994) and the Behavior Coding System (BCS; Forehand & McMahon, 1981). In…
Descriptors: Test Validity, Child Behavior, Parents, Parent Education
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Holmes, Wayne – Learning, Media and Technology, 2011
Significant numbers of children (6% of 11-year-olds) have difficulties learning to read. Meanwhile, children who receive appropriate support from their parents do better in literacy than those who do not. This study uses a case study approach to investigate how digital games designed to support struggling readers in school were used at home, by…
Descriptors: Feedback (Response), Reading Difficulties, Self Efficacy, Case Method (Teaching Technique)
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Bluemink, Johanna; Jarvela, Sanna – Journal of Interactive Learning Research, 2011
This study focuses on investigating the nature of small-group collaborative interaction in a voice-enhanced multiplayer game called "eScape". The aim was to analyse the elements of groups' collaborative discussion and to explore the nature of the players' shared problem solving activity during the solution critical moments in the game. The data…
Descriptors: College Students, Interaction Process Analysis, Computer Mediated Communication, Computer Simulation
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Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy – Journal of Research on Technology in Education, 2014
Pair programming is a strategy that grew out of industry and has shown promise for performance and retention in computer programming courses at universities and in industry. In this study, we examine whether pair programming is effective in K-12, what it is effective for, and how partners influence each other. We collected the data from 320 middle…
Descriptors: Teaching Methods, Programming, Middle School Students, Computer Games
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