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Robertson, Judy – Computer Science Education, 2013
There is a pressing need for gender inclusive approaches to engage young people in computer science. A recent popular approach has been to harness learners' enthusiasm for computer games to motivate them to learn computer science concepts through game authoring. This article describes a study in which 992 learners across 13 schools took part in a…
Descriptors: Computer Science Education, Gender Differences, Computer Games, Educational Benefits
Szilagyi, Janka; Giambo, Debra; Szecsi, Tunde – Childhood Education, 2013
Is it an asset or a burden to be bilingual? Although bilingualism is appreciated by many people worldwide, immigrant families often struggle with the maintenance of their heritage language (HL) and culture. In the United States. For example, the HL in most families is completely lost within three generations (Fishman, 1991). The loss of a child's…
Descriptors: Bilingualism, Self Concept, Immigrants, Language Maintenance
Collister, Lauren Brittany – ProQuest LLC, 2013
This work explores the use of multimodal communication in a community of expert "World of Warcraft"® players and its impact on politeness, identity, and relationships. Players in the community regularly communicated using three linguistic modes quasi-simultaneously: text chat, voice chat, and face-to-face interaction. Using the…
Descriptors: Intermode Differences, Discourse Modes, Interpersonal Communication, Interpersonal Relationship
Liu, Jiang – ProQuest LLC, 2013
Recent psycholinguistic findings showed that (a) a multi-modal phonetic training paradigm that encodes visual, interactive information is more effective in training L2 learners' perception of novel categories, (b) decreasing the acoustic variance of a phonetic dimension allows the learners to more effectively shift the perceptual weight towards…
Descriptors: Linguistic Input, Second Language Learning, Intonation, Mandarin Chinese
Smyrnaiou, Zacharoula; Moustaki, Foteini; Yiannoutsou, Nikoleta; Kynigos, Chronis – Themes in Science and Technology Education, 2012
The literature of the science education does not offer much data concerning meaning generation (MG) and learning to learn together (L2L2) processes. The objective of this paper is the study of how a group of students working with an on-line Platform, interact, collaborate and express themselves to generate meanings with regard to moving in 3d…
Descriptors: Educational Technology, Technology Uses in Education, Web 2.0 Technologies, Computer Mediated Communication
Designing "Design Squad": Developing and Assessing a Children's Television Program about Engineering
Frey, Daniel David; Powers, Benjamin – Journal of Pre-College Engineering Education Research, 2012
This paper describes a multi-media outreach campaign intended to increase children's knowledge of engineering and to improve the public image of the profession. The central element is a reality-based show entitled "Design Squad," whose first season was broadcast on public television stations beginning in the spring of 2007. The show was…
Descriptors: Childrens Television, Public Television, Engineering, Outreach Programs
Berkley, Darrin K. – ProQuest LLC, 2012
This sequential explanatory mixed-methods study determined whether the game of chess can be used as an educational tool to improve critical thinking skills of developmental mathematics students and improve mathematics achievement for these students. Five research questions were investigated. These questions were as follows: (a) Is there a…
Descriptors: Mixed Methods Research, Games, Teaching Methods, Thinking Skills
Douglas, Kerrie Anna – ProQuest LLC, 2012
This study compared the change in counseling student's self-efficacy and skill related to suicide assessment and intervention through the use of a novel intervention-oriented evaluation method, evaluation focused discussion groups, in an experimental embedded mixed methods design. An innovation counselor pedagogical tool, Suicide Risk Assessment…
Descriptors: Games, Mixed Methods Research, Outcomes of Education, Counselor Training
Gresham, Peta – English in Australia, 2012
This paper reflects one cycle of an action research project that investigated how integrating activity, competition, and visual learning strategies through IWB/ Smart Response technology could engage a lower level Year 12 Advanced English class in NSW--a group of boys who felt disconnected from the course of study. After my initial reconnaissance…
Descriptors: Video Technology, Action Research, Achievement, Visual Learning
Gentile, Douglas A.; Nathanson, Amy I.; Rasmussen, Eric E.; Reimer, Rachel A.; Walsh, David A. – Family Relations, 2012
Research on parental monitoring of children's media use suggests parents can reduce the negative effects of media exposure on children, although this research is rarely conducted with elementary school children and leaves open questions about whether parents or children are better reporters. Participants were 1,323 children, their parents, and…
Descriptors: Elementary School Students, Media Research, Marital Status, Violence
Ellington, Henry – Simulation & Gaming, 2012
In this invited autobiography, the author describes the impact that educational gaming and simulation has had on his professional career. He begins by reviewing his early life and education in Aberdeen and his subsequent work as a research scientist, schoolteacher, and physics lecturer. He then shows how he changed disciplines from physics to…
Descriptors: Curriculum Development, Educational Games, Systems Approach, Autobiographies
Geisner, Irene Markman; Grossbard, Joel; Tollison, Sean; Larimer, Mary E. – Journal of Child & Adolescent Substance Abuse, 2012
Background: High school students involved in athletics may face additional stressors and engage in more problematic behaviors, such as drinking, dieting, and gambling, than non-athletes, especially as they near the end of their high school experience. Studies have, in general, found mixed results as to whether sports serve a protective factor or…
Descriptors: High School Seniors, Video Games, Incidence, Health Behavior
Subrahmaniyan, Neeraja; Krishnaswamy, Swetha; Chowriappa, Ashirwad; Srimathveeravalli, Govindarajan; Bisantz, Ann; Shriber, Linda; Kesavadas, Thenkurussi – Journal of Interactive Learning Research, 2012
Research has shown that children with learning disabilities exhibit considerable challenges with visual motor integration. While there are specialized Occupational Therapy interventions aimed at visual motor integration, computer games and virtual toys have now become increasingly popular, forming an integral part of children's learning and play.…
Descriptors: Learning Disabilities, Educational Technology, Feedback (Response), Computer Software
Herrig, Brian; Taranto, Greg – Technology and Engineering Teacher, 2012
One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…
Descriptors: Learner Engagement, Activity Units, Problem Based Learning, Teaching Methods
Davis, Dexter J. – College Student Journal, 2012
Estimates are that 32 million people currently play fantasy football every year. Project Based Learning (PBL) is one method of engaging students in the educational process. This paper outlines a semester long project undertaken by undergraduate sport management students that uses fantasy football as a vehicle to enhance student knowledge of basic…
Descriptors: Student Motivation, Evidence, Active Learning, Business Administration Education

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