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Walsh, Mark – Education Week, 2011
The author reports on how U.S. Supreme Court Justice Clarence Thomas' opinions in youths'-rights cases reflect his "originalist" thinking. Justice Thomas, 63, marks two decades on the court Oct. 23, and a hallmark of his tenure is his willingness to carve out a solitary stance on certain issues. Particularly in cases involving schools…
Descriptors: Constitutional Law, Corporations, Student Rights, Youth
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Metcalf, Jennifer L.; Atance, Cristina M. – Cognitive Development, 2011
Using a new paradigm for measuring children's saving behaviors involving two marble games differing in desirability, we assessed whether 3-, 4-, and 5-year-olds saved marbles for future use, saved increasingly on a second trial, saved increasingly with age, and were sensitive to the relative value of future rewards. We also assessed whether…
Descriptors: Theory of Mind, Models, Rewards, Cognitive Development
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Scoresby, Jon; Shelton, Brett E. – Instructional Science: An International Journal of the Learning Sciences, 2011
The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…
Descriptors: Educational Technology, Data Analysis, Simulated Environment, Educational Games
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Ornaghi, Veronica; Brockmeier, Jens; Grazzani Gavazzi, Ilaria – Journal of Cognition and Development, 2011
In this study the authors investigated whether training preschool children in the use of mental state lexicon plays a significant role in bringing about advanced conceptual understanding of mental terms and improved performance on theory-of-mind tasks. A total of 70 participants belonging to two age groups (3 and 4 years old) were randomly…
Descriptors: Theory of Mind, Experimental Groups, Control Groups, Language Role
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Wagner, Paul A. – Sex Education: Sexuality, Society and Learning, 2011
Sex education is almost as sensitive a topic in public schooling as is the imposition of high-stakes testing. Both typically claim to be value-free contributions to the development of the student's cognitive, psychological and sometimes even moral maturity. Ironically each seems to short-change students in all three areas of development. The focus…
Descriptors: Game Theory, Social Life, Sex Education, High Stakes Tests
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Young, Shelley Shwu-Ching; Wang, Yi-Hsuan – Educational Technology & Society, 2014
The aim of this study is to make a new attempt to explore the potential of integrating game strategies with automatic speech recognition technologies to provide learners with individual opportunities for English pronunciation learning. The study developed the Game Embedded CALL (GeCALL) system with two activities for on-line speaking practice. For…
Descriptors: Computer Assisted Instruction, Second Language Learning, Pronunciation, Educational Technology
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Admiraal, Wilfried; Huizenga, Jantina; Heemskerk, Irma; Kuiper, Els; Volman, Monique; ten Dam, Geert – International Journal of Inclusive Education, 2014
Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a quasi-experimental study with a secret-trail game,…
Descriptors: Gender Differences, Educational Games, Teaching Methods, Quasiexperimental Design
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Huang, Ronghuai, Ed.; Kinshuk, Ed.; Chen, Nian-Shing, Ed. – Lecture Notes in Educational Technology, 2014
The book addresses the main issues concerned with the new development of learning processes, innovative pedagogical changes, the effects of new technologies on education, future learning content, which aims to gather the newest concepts, research and best practices on the frontiers of technology enhanced learning from the aspects of learning,…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Computer Software
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Orey, Michael, Ed.; Jones, Stephanie A., Ed.; Branch, Robert Maribe, Ed. – Educational Media and Technology Yearbook, 2014
As digital devices play a more critical role in daily life than ever, more opportunities arise for innovative learning technologies--a trend on full display in the "Educational Media and Technology Yearbook" for 2013. This latest edition from the Association for Education, Communication, and Technology (AECT) notes the most current…
Descriptors: Educational Technology, Technology Uses in Education, Budgeting, Costs
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Bastiaens, Theo, Ed.; Marks, Gary, Ed. – Association for the Advancement of Computing in Education, 2014
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2014: World Conference on E-Learning" took place in New…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Generational Differences
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Royle, Karl – Innovate: Journal of Online Education, 2008
Because the goals of games and the object of school-based learning are fundamentally mismatched, efforts to integrate games into the curriculum have largely fallen flat despite the best intentions of teachers and the gaming industry. Arguing that educational game designers should be investigating ways to get education into games rather than…
Descriptors: Student Projects, Video Games, Educational Games, Active Learning
Marvel, Michele D. – ProQuest LLC, 2012
Massively multiplayer online games (MMOGs) have potential as educational tools. Existing literature shows that MMOG-based courses can foster a more immediate sense of community among students than traditional distance learning interfaces. The immersive technology of MMOGs opens the door for students to be able to virtually walk through the college…
Descriptors: Computer Games, Educational Technology, Teaching Methods, Cooperative Learning
Keller, Cara M. – ProQuest LLC, 2012
The purpose of this qualitative evaluative case study was to gain insight into how students perceived the efficacy of using games to address their science literacy concerns. Scientists in the United States are concerned with the lack of science literacy. The No Child Left Behind Act of 2001 requires proficiency in reading, mathematics, language…
Descriptors: Student Attitudes, Scientific Literacy, Science Instruction, Qualitative Research
Shoon, Ming Hui; Chee, Yam San – International Association for Development of the Information Society, 2012
Given the current international context of instability and uncertainty, we were driven by the desire to utilize a digital game to cut across the complexity of public policy, so as to educate our young with the experience and deep learning to be appreciative, accountable and proactive citizens of a globalized world. Having developed a curriculum…
Descriptors: Foreign Countries, Computer Games, Public Policy, Foreign Policy
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Berns, Anke; Palomo-Duarte, Manuel; Fernández, David Camacho – Research-publishing.net, 2012
The aim of our study is to explore several possibilities to use virtual worlds (VWs) and game-applications with learners of the A1 level (CEFR) of German as a foreign language. Our interest focuses especially on designing those learning tools which increase firstly, learner motivation towards online-learning and secondly, enhance autonomous…
Descriptors: Cooperative Learning, Foreign Countries, German, Second Language Learning
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