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Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange – Journal of Educational Technology, 2008
This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…
Descriptors: Educational Games, Computer Games, Technology Uses in Education, Educational Technology
Shaffer, David Williamson – Palgrave Macmillan, 2008
This book looks at how particular video and computer games--such as "Digital Zoo", "The Pandora Project", "SodaConstructor", and more--can help teach children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they…
Descriptors: Epistemology, Children, Computers, Games
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Faria, A. J.; Hutchinson, David; Wellington, William J.; Gold, Steven – Simulation & Gaming, 2009
This article examines developments in business simulation gaming during the past 40 years. Covered in this article are a brief history of business games, the changing technology employed in the development and use of business games, changes in why business games are adopted and used, changes in how business games are administered, and the current…
Descriptors: Games, Simulation, Educational Games, Use Studies
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Rosario, Roberto A. Munoz; Widmeyer, George R. – Journal of Information Systems Education, 2009
Creating a design theory for Constructivist Gaming Learning Environment necessitates, among other things, the establishment of design principles. These principles have the potential to help designers produce games, where users achieve higher levels of learning. This paper focuses on twelve design principles: Probing, Distributed, Multiple Routes,…
Descriptors: Constructivism (Learning), Educational Games, Scientific Principles, Design Preferences
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Clark, Aaron C.; Ernst, Jeremy V. – Technology Teacher, 2009
The authors have devoted a considerable amount of time evaluating the role that gaming and game development plays in the form of curricula integration and as a future career focus for students interested in this field. From the research conducted through the completed National Science Foundation (NSF) project, VisTE: Visualization in Technology…
Descriptors: Technological Literacy, Technology Education, Integrated Curriculum, Unified Studies Curriculum
Harper, Marc Allen – ProQuest LLC, 2009
This work attempts to explain the relationships between natural selection, information theory, and statistical inference. In particular, a geometric formulation of information theory known as information geometry and its deep connections to evolutionary game theory inform the role of natural selection in evolutionary processes. The goals of this…
Descriptors: Evolution, Information Theory, Statistical Inference, Geometric Concepts
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Allain, Rhett; Williams, Richard – Physics Teacher, 2009
Suppose we had a brand new world to study--a world that possibly works with a different set of principles, a non-Newtonian world. Maybe this world is Newtonian, maybe it isn't. This world exists in video games, and it is open for exploration. Most video games try to incorporate realistic physics, but sometimes this does not happen. The obvious…
Descriptors: Video Games, Physics, Scientific Principles, Science Instruction
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Ploog, Bertram O.; Banerjee, Snigdha; Brooks, Patricia J. – Research in Autism Spectrum Disorders, 2009
This study validated a video game paradigm to explore attention to prosodic and linguistic components of spoken sentences in nine moderate-to-low functioning children with autism and impaired verbal skills. Nine typically developing children were also included. The children listened to pre-recorded sentences varying with respect to content (e.g.,…
Descriptors: Children, Autism, Attention, Video Games
Johnson, L.; Smith, R.; Levine, A.; Haywood, K. – New Media Consortium, 2010
The "Horizon Report" series is the most visible outcome of the New Media Consortium's Horizon Project, an ongoing research effort established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe. This volume, the "2010…
Descriptors: Advisory Committees, Elementary Secondary Education, Creative Activities, Global Approach
Hupert, Naomi; Cervantes, Francisco; DeGroof, Emily – Education Development Center, Inc., 2010
As part of the "Ready to Learn" Initiative, Education Development Center, Inc. (EDC), was charged with addressing the evaluation of Technological Enhancements for the outreach efforts of three producers: Out of the Blue's Super WHY! Technology Add-On; Sesame Workshop's The Electric Company School's Initiative Curriculum; and WordWorld's…
Descriptors: Public Television, Educational Television, Educational Technology, Technology Uses in Education
Australian Council for Educational Research, 2016
The Australian Council for Educational Research (ACER) is one of the world's leading educational research centres. ACER's mission is to create and promote research-based knowledge, products and services that can be used to improve learning across the life span. This annual report describes ACER's milestones and accomplishments for the 2014-2015…
Descriptors: Foreign Countries, Achievement Tests, International Assessment, Secondary School Students
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Prescott, Julie, Ed. – IGI Global, 2016
Diversity in the workforce can be attributed to both a popular, cultural shift and legislative intervention. Despite these forces, discrimination endures in all aspects of Western society from education to employment. Unequal pay and opportunities for promotion are symptoms of a systematic discrimination of individuals based on race and gender.…
Descriptors: Diversity, Racial Discrimination, Gender Discrimination, Social Change
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Chik, Alice – Changing English: Studies in Culture and Education, 2014
Since the introduction of iPads in 2010, the sales of tablet computers and mobile applications (apps) have grown exponentially. iPads and other tablets are marketed as learning tools, and many apps target learners as young as six months old. This article reports on a research project examining the unique features of English learning apps based on…
Descriptors: Teaching Methods, Computer Oriented Programs, English (Second Language), Parent Child Relationship
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Deed, Craig; Cox, Peter; Dorman, Jeffrey; Edwards, Debra; Farrelly, Cathleen; Keeffe, Mary; Lovejoy, Valerie; Mow, Lucy; Sellings, Peter; Prain, Vaughan; Waldrip, Bruce; Yager, Zali – International Journal of Pedagogies and Learning, 2014
In this paper we examine how agency is characterised by teachers and students when personalised learning is enacted in the contemporary open classroom. A case study is outlined that identifies teacher reasoning for practice, the use of physical and virtual learning spaces, and student reaction to teacher facilitation of personalised learning.…
Descriptors: Student Empowerment, Professional Autonomy, Individualized Instruction, Case Studies
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Fichten, Catherine S.; Asuncion, Jennison; Scapin, Rafael – Journal of Postsecondary Education and Disability, 2014
This article briefly reviews the history of assistive technologies in American and Canadian postsecondary education starting in the 1990s, discusses the accessibility of e-learning and information and communication technologies (ICTs) currently popular in postsecondary education, and highlights emerging trends. Increasing use of universal design…
Descriptors: Educational Technology, Postsecondary Education, College Students, Disabilities
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