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Chue, Maechi – ProQuest LLC, 2011
Video gaming is prevalent among college students, and researchers have documented negative consequences from some students' excessive video gaming, but the study of past and current parental influence on college student video gaming is limited. This study collected data from college students from several Midwestern U.S. universities using an…
Descriptors: College Students, Video Games, Parent Influence, Student Surveys
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Lancy, David F.; Grove, M. Annette – American Journal of Play, 2011
The authors review several case studies of children engaged in rule-governed play and conclude that the process of learning rules--and of breaking them and making new ones--promotes what they call gamesmanship. They link the development of gamesmanship to the theory of Machiavellian intelligence, which considers social interaction primary in the…
Descriptors: Intelligence, Interpersonal Relationship, Play, Social Development
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Tollifson, Jerry – Art Education, 2011
A teacher's communication choices can spark student understanding. By harnessing and modeling the power that qualitative language provides when characterizing artworks, these choices support a student's evolving capabilities from simple description to a deeper embodiment of art criticism. This article is aimed at helping teachers understand how…
Descriptors: Art Education, Student Reaction, Vocabulary, Language Usage
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Siderius, Jennifer A. – Knowledge Quest, 2011
Stepping into a school library today reveals the dramatic changes in educational games since the author's elementary school days. Many current school libraries now boast computer- and video-based games, as well as geocaching, big games, or large-scale scavenger hunts that pit teams against each other in timed races to find clues about a…
Descriptors: Video Technology, Educational Games, School Libraries, Educational Change
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Carter, James Bucky – Theory Into Practice, 2011
Young adult literature (YAL) of the late 20th and early 21st century is exploring hybrid forms with growing regularity by embracing textual conventions from sequential art, video games, film, and more. As well, Web-based technologies have given those who consume YAL more immediate access to authors, their metacognitive creative processes, and…
Descriptors: Adolescent Literature, Web Sites, Electronic Publishing, Video Games
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Bopp, Karen D.; Mirenda, Pat – Journal of Child Language, 2011
This study examined relationships between prelinguistic variables from the MacArthur-Bates CDI and the development of language comprehension and production in children with autism. Forty-four children were assessed at baseline and 6, 12, 24, 33 and 53 months later. Growth Curve Modeling was used to examine the extent to which three composite CDI…
Descriptors: Comprehension, Autism, Language Acquisition, Pervasive Developmental Disorders
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Hsu, Chung-Yuan; Tsai, Chin-Chung; Liang, Jyh-Chong – Journal of Science Education and Technology, 2011
Educational researchers have suggested that computer games have a profound influence on students' motivation, knowledge construction, and learning performance, but little empirical research has targeted preschoolers. Thus, the purpose of the present study was to investigate the effects of implementing a computer game that integrates the…
Descriptors: Experimental Groups, Control Groups, Observation, Prediction
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Corbeil, Pierre; Laveault, Dany – Simulation & Gaming, 2011
The aim of this research is, first, to determine the validity of a simulation game as a method of teaching and an instrument for the development of reasoning and, second, to study the relationship between learning and students' behavior toward games. The participants were college students in a History of International Relations course, with two…
Descriptors: Experimental Groups, Control Groups, Cognitive Style, Educational Games
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Yang, Dong-Jenn; Chiu, Jun-Zhi; Chen, Yi-Kun – Turkish Online Journal of Educational Technology - TOJET, 2011
Online games represent a burgeoning market sector of increasing economic importance. However, most previous studies have focused on the utilitarian perspectives of the technology. In other words, there is limited the investigation to social influence on college students' attitude. The aims of this study is to understand the effect of social…
Descriptors: Student Attitudes, Social Influences, College Students, Gender Differences
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Hagermoser Sanetti, Lisa M.; Fallon, Lindsay M. – Journal of Educational & Psychological Consultation, 2011
The assessment of treatment integrity is important for determining the effectiveness of an intervention. Treatment integrity, a multidimensional construct, can be evaluated in two ways: by session or component. In this study, adherence, quality, and exposure data are estimated using permanent product data from implementation of the PAX Good…
Descriptors: Consultation Programs, Integrity, Intervention, Student Behavior
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Semetsky, Inna – International Journal of Children's Spirituality, 2011
The paper presents education as a process of human development toward becoming our authentic Selves and posits the Tarot hermeneutic as one of the means of holistic, spiritual education. As a system of images and symbols, Tarot encompasses the three I's represented by intuition, insight and imagination in contrast to the three R's of traditional…
Descriptors: Individual Development, Hermeneutics, Intuition, Imagination
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Baytak, Ahmet; Land, Susan M. – Educational Technology Research and Development, 2011
This study employed a case study design (Yin, "Case study research, design and methods," 2009) to investigate the processes used by 5th graders to design and develop computer games within the context of their environmental science unit, using the theoretical framework of "constructionism." Ten fifth graders designed computer games using "Scratch"…
Descriptors: Computer Software, Programming, Learning Processes, Grade 5
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Ncube, Sitembiso – Journal of the International Association of Special Education, 2011
With the growing need to make the curriculum accessible to students with special needs, there has been an increase in the inclusion of special education students with learning disabilities in general education classroom. The major challenge that has faced teachers in inclusive classrooms is using instructional strategies that will accommodate the…
Descriptors: Educational Strategies, Teacher Effectiveness, Learning Disabilities, Teaching Methods
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Joiner, Richard; Iacovides, Jo; Owen, Martin; Gavin, Carl; Clibbery, Stephen; Darling, Jos; Drew, Ben – Journal of Science Education and Technology, 2011
The aim of this paper was to explore whether there is a gender difference in the beneficial effects of Racing Academy, which is a video game used to support undergraduate students learning of Mechanical Engineering. One hundred and thirty-eight undergraduate students (15 females and 123 males) participated in the study. The students completed a…
Descriptors: Undergraduate Students, Video Games, Females, Motivation
Nielsen, Greg – Education Digest: Essential Readings Condensed for Quick Review, 2011
Previous generations of students learned about history from reading the textbooks, listening to teachers, and analyzing primary source documents. Today, these forms of instruction take a backseat to learning about the past from such media as Hollywood commercial film, YouTube, Netflix, and video games. Teachers must find ways to teach students to…
Descriptors: Teacher Effectiveness, Video Games, Nonprint Media, Media Literacy
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