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Caine, Renate N.; Caine, Geoffrey – Teachers College Press, 2011
Why do video games fascinate kids so much that they will spend hours pursuing a difficult skill? Why don't they apply this kind of intensity to their schoolwork? These questions are answered by the authors who pioneered brain/mind learning with the publication of "Making Connections: Teaching and the Human Brain". In their new book, "Natural…
Descriptors: Video Games, Technology Integration, Brain, Cognitive Psychology
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Kleinman, Kimberly E.; Saigh, Philip A. – Behavior Modification, 2011
The efficacy of the Good Behavior Game was examined in a multiethnic New York City public high school. Classroom rules were posted and students were divided into two teams. A reinforcement preference questionnaire was used to select daily and weekly prizes. The classroom teacher indicated that he was going to place a check on the board after every…
Descriptors: Feedback (Response), Behavior Problems, High School Students, Questionnaires
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Samur, Yavuz – Turkish Online Journal of Distance Education, 2011
In computer-supported collaborative learning (CSCL) environments, there are many researches done on collaborative learning activities; however, in game-based learning environments, more research and literature on collaborative learning activities are required. Actually, both game-based learning environments and wikis enable us to use new chances…
Descriptors: Instructional Design, Learning Activities, Evaluation Methods, Cooperative Learning
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Brown, Stephen L.; Nobiling, Brandye D.; Teufel, James; Birch, David A. – Journal of School Health, 2011
Background: The activity patterns of children, especially after-school patterns, are receiving more professional attention. However, evidence regarding the value of various activities in children's lives is contradictory. The purpose of this study was to assess perceptions of discretionary activities, overscheduling, and levels of stress from…
Descriptors: Scheduling, Predictor Variables, Video Games, Time Management
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Mashriqi, Khalida – Knowledge Quest, 2011
School librarians play numerous roles throughout a day. They are information specialists who keep up with the constant changes in information and technology. It is important for them to keep students up-to-date and teach them to use technology properly. Gaming and technology are both important concepts for 21st-century school librarians to…
Descriptors: School Libraries, Librarians, Program Implementation, Educational Games
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Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L. – Computers & Education, 2011
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…
Descriptors: Design Requirements, Guidelines, Instructional Effectiveness, Educational Technology
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Tominey, Shauna L.; McClelland, Megan M. – Early Education and Development, 2011
Research Findings: The present study examined the efficacy of a self-regulation intervention with 65 preschool children. Using circle time games, the study examined whether participating in a treatment group significantly improved behavioral self-regulation and early academic outcomes. Half of the children were randomly assigned to participate in…
Descriptors: Classroom Techniques, Control Groups, School Readiness, Intervention
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Aronin, Sara; O'Neal, Michael – Science Scope, 2011
To ensure students are fully engaged in the learning process, educators must explore every available path for assessment. This article provides a list of ideas and programs/websites that can be used in any combination for formative and summative assessments. (Contains 5 figures.)
Descriptors: Evaluation Methods, Student Evaluation, Computer Assisted Testing, Summative Evaluation
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Wheeler, Martyn D. – Physics Education, 2011
This article provides a detailed description of the use of Nintendo Wii game controllers in physics demonstrations. The main features of the controller relevant to physics are outlined and the procedure for communicating with a PC is described. A piece of software written by the author is applied to gathering data from a controller suspended from…
Descriptors: Physics, Science Experiments, Science Instruction, Video Games
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Oh, Hyun-Ju; Bullard, Susan; Hovatter, Rhonda – Strategies: A Journal for Physical and Sport Educators, 2011
Teaching and learning of sport and sports-related games dominates the curriculum in most secondary physical education programs in America. For many secondary school students, playing games can be exciting and lead to a lifetime of participation in sport-related activities. Using the Tactical Games Model (TGM) (Mitchell et al., 2006) to teach the…
Descriptors: Physical Education, Physical Activities, Educational Games, Physical Activity Level
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Ochoa, Romulo; Rooney, Frank G.; Somers, William J. – Physics Teacher, 2011
The Wii is a very popular gaming console. An important component of its appeal is the ease of use of its remote controller, popularly known as a Wiimote. This simple-looking but powerful device has a three-axis accelerometer and communicates with the console via Bluetooth protocol. We present two experiments that demonstrate the feasibility of…
Descriptors: Physics, Science Experiments, College Science, Science Instruction
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Standen, P. J.; Camm, C.; Battersby, S.; Brown, D. J.; Harrison, M. – Computers & Education, 2011
Many people with intellectual disabilities also have physical difficulties which prevent them from using standard computer control devices. Custom made alternative devices for those with special needs can be expensive and the low unit turnover makes the prospect unattractive to potential manufacturers. One solution is to explore the potential of…
Descriptors: Physical Disabilities, Mental Retardation, Performance Tests, Cognitive Ability
Purcell, Melissa – Library Media Connection, 2011
A library should be a free place where people can access and share information. Many school libraries have such strict access to Internet resources that patrons are blocked even from many educational sites. Restrictions do need to be in place to protect students from online predators and inappropriate content, but access needs to be carefully…
Descriptors: Futures (of Society), School Libraries, Technology Uses in Education, Library Services
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Sproule, John; Ollis, Stewart; Gray, Shirley; Thorburn, Malcolm; Allison, Pete; Horton, Peter – Sport, Education and Society, 2011
This paper explores critical notions about how improved understandings of students learning experiences within practical learning environments could sensitise teachers to appreciate the complex influences more that affect how levels of challenge and perseverance are constructed by students. The authors, in furthering their critique, build on the…
Descriptors: Constructivism (Learning), Physical Education, Educational Objectives, Persistence
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Dismore, Harriet; Bailey, Richard – Research Papers in Education, 2011
Fun and enjoyment are recurring themes in physical education literature, although there has been some debate concerning the distinction between the two concepts. Whereas enjoyment is generally regarded as helpful in fostering positive attitudes towards physical education, fun has not always been considered an appropriate outcome of physical…
Descriptors: Physical Education, Games, Focus Groups, Foreign Countries
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