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Elswick, Susan; Casey, Laura Baylot – Beyond Behavior, 2011
Positive educational outcomes often include success in reading, math, and writing, which are beneficial skills that will assist students in school and beyond. However, in education it is important that the classroom focus not only on subject and content-specific learning, but also on behavior and societal expectations for following rules. When…
Descriptors: Classroom Techniques, Educational Objectives, Outcomes of Education, Intervention
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Bassetto, S.; Fiegenwald, V.; Cholez, C.; Mangione, F. – European Journal of Engineering Education, 2011
This paper presents a game of industrialisation, based on a paper airplane, that mimics real world production ramp-up and blends classical engineering courses together. It is based on a low cost product so that it can be mass produced. The game targets graduate students and practitioners in engineering fields. For students, it offers an experiment…
Descriptors: Graduate Students, Lifelong Learning, Engineering, Engineering Education
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Lui, Donald P. Y.; Szeto, Grace P. Y.; Jones, Alice Y. M. – Computers & Education, 2011
The present study examined the usage pattern of electronic game devices among primary school children in Hong Kong. Commonly used types of games devices were grouped into three main categories: large-screen/TV-based games, small handheld game devices and active game devices. A survey was conducted among 476 students in a local primary school, with…
Descriptors: Foreign Countries, Elementary School Students, Student Surveys, Human Factors Engineering
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Nielsen, Klaus; Dalgaard, Susanne; Madsen, Sarah – International Journal of Qualitative Studies in Education (QSE), 2011
In recent years, therapeutic techniques have played an increasingly significant role in Danish educational thinking. One way in which this therapeutic thinking discloses itself is in the ever-growing use of educational-therapeutic games as part of the educational practice. Inspired by Foucault, we argue that educational-therapeutic games can be…
Descriptors: Educational Games, Educational Theories, Intimacy, Educational Practices
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Grumm, Mandy; Hein, Sascha; Fingerle, Michael – International Journal of Behavioral Development, 2011
Aggressive behavior between children in schools is a topic that receives much interest as violence and aggressive behavior cause many maladaptive social outcomes in the school setting. In the current study the Implicit Association Test (IAT) was adapted as a measure of children's implicit aggression, by assessing the association of the self…
Descriptors: Aggression, Predictive Validity, Association Measures, Prediction
Mace, F. Charles; Pratt, Jamie L.; Prager, Kevin L.; Pritchard, Duncan – Journal of Applied Behavior Analysis, 2011
We evaluated the effects of three different methods of denying access to requested high-preference activities on escalating problem behavior. Functional analysis and response class hierarchy (RCH) assessment results indicated that 4 topographies of problem behaviors displayed by a 13-year-old boy with high-functioning autism constituted an RCH…
Descriptors: Behavior Problems, Autism, Access to Computers, Methods
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Moreno, David Sanchez-Mora; Lopez, Luis Miguel Garcia; Diaz, Maria Sagrario Del Valle; Martinez, Inmaculada Solera – Physical Education and Sport Pedagogy, 2011
Background: Games represent a very important part of the physical education curriculum and the process by which they are learnt is very complex. Constructive teaching theories highlight the existence of knowledge prior to instruction that the pupil actively transforms through verbalisation and interaction with classmates. The results of research…
Descriptors: Video Technology, Correlation, Physical Education, Play
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Casey, Ashley; Hastie, Peter A. – Physical Education and Sport Pedagogy, 2011
Background: Despite the support in primary education that student-designed games enhance student contextualisation of skills and tactics, there has been little support in secondary education, nor any empirical research exploring these claims. This paper attempts to rekindle these beliefs and explores the use of student-designed games in an English…
Descriptors: Physical Education, Play, Foreign Countries, Teacher Attitudes
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Battles, Jason; Glenn, Valerie; Shedd, Lindley – Journal of Web Librarianship, 2011
In recent years, libraries have made efforts to create games, often for the purpose of information literacy instruction. Games can provide an interactive alternative to traditional instruction by introducing research tools and resources while also teaching problem solving skills within a collaborative learning environment. Despite the benefits,…
Descriptors: Undergraduate Students, Research Tools, Research Libraries, Information Literacy
Echeverri, J. Felipe; Sadler, Troy D. – Science Educator, 2011
The state of education in the United States, particularly in the areas of science, mathematics and technology, has been a consistent source of concern since at least the early 1980s when student performance on the 1986 National Assessment of Educational Progress (NAEP) revealed that science proficiency was lower than comparable measures from the…
Descriptors: Educational Strategies, Problem Based Learning, National Competency Tests, Biotechnology
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Pippins, Tracy; Anderson, Cody M.; Poindexter, Eric F.; Sultemeier, S. Whitney; Schultz, Linda D. – Journal of Chemical Education, 2011
"Element Cycles" is an activity designed to reinforce correlation of essential elements and their different forms in the ecosystem. Students are assigned essential elements to research as homework, then share results, and construct game boards with four ecosphere sections: geosphere (earth), hydrosphere (water), atmosphere (air), and biosphere…
Descriptors: Chemistry, Ecology, Science Instruction, College Science
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McCreery, Michael P.; Schrader, P. G.; Krach, S. Kathleen – Journal of Educational Computing Research, 2011
There is a substantial and growing interest in immersive virtual spaces as contexts for 21st century skills like problem solving, communication, and collaboration. However, little consideration has been given to the ways in which users become proficient in these environments or what types of target behaviors are associated with 21st century…
Descriptors: Expertise, Educational Technology, Virtual Classrooms, Computers
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Henry, Beverly W.; Ozier, Amy D.; Johnson, Amy – Educational Gerontology, 2011
This study aimed to assess the impact of pre-professional education on students' knowledge and attitudes about aging, including the option of a simulated learning activity. Using a mixed design, groups of nursing and nutrition students (n = 127) were randomly assigned to experience the Aging Game. Pre- and posttest observations included measures…
Descriptors: Student Attitudes, Physical Disabilities, Older Adults, Empathy
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Waters, John K. – T.H.E. Journal, 2011
It has been 41 years since the late Wisconsin Senator Gaylord Nelson launched the first nationwide grassroots demonstration on behalf of the environment, known as Earth Day. The event was a national "teach-in" about environmental causes, and it is widely considered the spark that ignited the modern environmental education movement. Within months,…
Descriptors: Environmental Education, Educational Resources, Conservation (Environment), Energy Conservation
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Miori, Virginia M.; Doyle, Kelly A.; Campbell, Kathleen – Journal of College Teaching & Learning, 2011
An extensive study has been performed on the importance of building ethical principles into secondary school and college curricula. In published surveys, females are almost universally found to be more ethical, but experience tells us females lag behind males in their ability to maintain and act upon their convictions in the workplace. We examined…
Descriptors: Extracurricular Activities, Females, Active Learning, Educational Change
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