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Lorenzo, Carlos-Miguel – Journal of Educational Computing Research, 2014
This study looked at teachers' role-play and simulations in order to increase teachers' skills in psycho-pedagogical support on educational virtual worlds. We put forward a proposal to encourage the use of 3D scenarios where teachers can improve their skills for situations of cultural and ethical concerns that require a high level…
Descriptors: Role Playing, Computer Simulation, Simulated Environment, Teaching Skills
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Brazier, Randolph James – Australian Journal of Environmental Education, 2014
Significant progress has been made with respect to Education for Sustainable Development (ESD) in tertiary education institutions, particularly universities. There are also examples of ways in which sustainability has been incorporated into secondary schools and curricula, but with varying levels of success. ESD that has been incorporated in…
Descriptors: Environmental Education, Sustainability, Sustainable Development, Secondary School Students
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Davis, Darrel R.; Bergen, Doris – Journal of Research in Childhood Education, 2014
This study investigated whether the types and amount of playful activity and thought exhibited from early childhood to adulthood are related to aspects of moral development, such as empathy, behavior, and reasoning. It explored whether the assertions of theorists such as Piaget, Vygotsky, and Erikson regarding the facilitative effect of games with…
Descriptors: College Students, Play, Age Differences, Developmental Stages
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Svensson, Anette – Education Inquiry, 2014
This article is based on a questionnaire study of the media habits of Swedish youth aged 17-18. It examines the time they spend on using fictional texts through various media forms as well as in relation to mode (production/consumption), context (spare time/school), and gender (male/female). It further analyses these media habits and, using media…
Descriptors: Recreational Activities, Educational Environment, Gender Differences, Time Management
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2012
For the thirty-fifth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Louisville, Kentucky. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Handheld Devices, Workplace Learning, Electronic Learning
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Camp, Kerri M.; Avery, Sherry; Lirely, Roger – Journal of Instructional Pedagogies, 2012
Previous literature has discussed the use of cooperative and experiential learning as a means of augmenting student involvement in the learning process. Teamwork has been one method of employing cooperative learning and having students play games has been used extensively in experiential learning approaches. Often the two pedagogies are employed…
Descriptors: Cooperative Learning, Experiential Learning, Student Developed Materials, Educational Games
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Clyde, Jerremie; Wilkinson, Glenn R. – History Teacher, 2012
The gamic mode is an innovative way of authoring scholarly history that goes beyond the printed text or digital simulations by using digital game technologies to allow the reader to interact with a scholarly argument through meaningful choice and trial and error. The gamic mode makes the way in which the past is constructed as history explicit by…
Descriptors: Foreign Countries, History, Scholarship, Epistemology
Denham, Andre – ProQuest LLC, 2012
This study purposed to determine the effect of an endogenously designed instructional game on conceptual understanding of the associative and distributive properties of multiplication. Additional this study sought to investigate if performance on measures of conceptual understanding taken prior to and after game play could serve as predictors of…
Descriptors: Educational Games, Concept Formation, Mathematical Concepts, Multiplication
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Krom, Cynthia L. – Journal of Management Education, 2012
This article explores the use of the free Zynga computer game FarmVille, which is played in conjunction with Facebook[R], to facilitate active learning in a managerial accounting course. Results indicate that it invokes an improved understanding of the accounting content, particularly among nonaccounting majors; a high level of student…
Descriptors: Nonmajors, Assignments, Accounting, Active Learning
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Black, Laura W. – New Directions for Adult and Continuing Education, 2012
The rapid growth of the Internet over the past 20 years has brought with it a vast amount of communication about public issues of concern to citizens. Over time, the Internet has become increasingly social and interactive. This move from "Web 1.0" to "Web 2.0" involves a great deal of user-generated content and interaction. This transition has…
Descriptors: Access to Information, Internet, Web Sites, Electronic Publishing
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Vanags, Thea; Budimlic, Mira; Herbert, Elissa; Montgomery, Melena M.; Vickers, Tracy – Advances in Physiology Education, 2012
Students struggle with the volume and complexity of physiology terminology. We compared first-year undergraduate psychology students' learning of physiological terms using two teaching methods: one verbal (control group; n = 16) and one spatial and multisensory (experimental group; n = 19). The experimental group used clear plastic shower caps to…
Descriptors: Experimental Groups, Control Groups, Pretests Posttests, Multisensory Learning
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Holt, Josh E.; Kinchin, Gary; Clarke, Gill – Physical Education and Sport Pedagogy, 2012
Background: Coaches developing young talent in team sports must maximise practice and learning of essential game skills and accurately and continuously assess the performance and potential of each player. Relative age effects highlight an erroneous process of initial and on-going player assessment, based largely on subjective opinions of game…
Descriptors: Video Technology, Feedback (Response), Research Design, Physical Education
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Stone, Jamalee; Hamann, Edmund – Journal of American Indian Education, 2012
Project Inquiry-Based Mathematics was a National Science Foundation Math-Science Partnership implemented in a Great Plains city school district with a significant K-12 Native American population. One goal of the project was to reduce the achievement gap between Native American and non-Native students enrolled in district. This gap reduction was to…
Descriptors: Achievement Gap, Test Results, American Indians, Grade 5
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Herman, Jana Morgan – Montessori Life: A Publication of the American Montessori Society, 2012
Marc Prensky coined the term "digital native" in 2001 to describe those who have grown up with a constant interaction of technology, including television, video games, and the Internet (Prensky, 2001). For these people, many of them now in their twenties, life has always included the presence of screens--televisions, cell phones, iPods, video…
Descriptors: Influence of Technology, Access to Information, Adolescents, Generational Differences
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Roberts, Simon; Fairclough, Stuart – European Physical Education Review, 2012
The primary purpose of this study was to develop and validate a System for Observing the Teaching of Games in Physical Education (SOTG-PE). Primary pilot testing of the SOTG-PE was conducted in a large, selective, all-boys secondary school in the north-west of England. Two hundred and eighty three pupils aged 11-16 volunteered as participants for…
Descriptors: Expertise, Physical Education, Observation, Testing
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