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Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Tsui-Fang; Chen, Yu-Ju – Turkish Online Journal of Educational Technology - TOJET, 2012
In this modern and technologically dependent society, people seek to improve human performance, get higher productivity and increase user satisfaction with technologies. In Chinese society, Chinese Idiom learning plays an important role in vocabulary learning which cultural and social functions are involved. Therefore, an online game named…
Descriptors: Foreign Countries, Computer Games, Least Squares Statistics, Vocabulary Development
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Monjelat, Natalia; Mendez-Zaballos, Laura; Lacasa, Pilar – Electronic Journal of Research in Educational Psychology, 2012
Introduction: Video games have proven to be a valuable resource to work different school subjects and topics. Beyond specific content, they could help to develop different abilities, like problem solving. However, not much has been studied on this topic, or many of the studies followed a perspective not entirely compatible with an educational…
Descriptors: Teaching Methods, Ethnography, Discourse Analysis, Problem Solving
Carver, Diane – Techniques: Connecting Education and Careers (J3), 2012
Getting students to learn new technology skills can be a challenge. After all, they know everything about computers and the Internet, right? Ninth grade students in Mrs. Aszklar's Digital Media Tools ("Digitools") class at Spanaway Junior High in Washington state quickly discovered they might not know as much as they thought. From…
Descriptors: Computer Uses in Education, Internet, Employees, Computer Games
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Forrest, Gregory John; Wright, Jan; Pearson, Phil – Physical Education and Sport Pedagogy, 2012
Background: The move for educational reform to improve student outcomes and learning has been the subject of ongoing debate over the last 15 years in Australia and internationally. In Australia, Game Centred Approaches (GCA) such as Game Sense have been positioned by advocates as having the capacity to achieve these characteristics in physical…
Descriptors: Physical Education, Student Teacher Attitudes, Course Content, Educational Change
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Wrye, Jen – College Teaching, 2012
The scholarship of teaching and learning increasingly recognizes that active and dynamic instructional models promote better, more holistic, and lasting educational outcomes. This article summarizes an in-class engaged learning activity based on the popular playing card game, "President". This game requires players to exchange cards with each…
Descriptors: Outcomes of Education, Teaching Methods, Classroom Environment, Feedback (Response)
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Robertson, Judy – Computers & Education, 2012
This paper argues that making computer games as part of a classroom project can develop a range of new media storytelling, visual design and audience awareness skills. This claim is supported by data from the evaluation of a six week game making project in a state funded primary school in which 11-12 year old learners made their own computer games…
Descriptors: Audience Awareness, Females, Gender Differences, Peer Evaluation
Anderson, Greg – ProQuest LLC, 2010
In today's economy, productivity and efficiency require collaboration between employees. In order to improve collaboration the factors affecting teamwork must be examined to identify where changes can be made in order to increase performance. One factor contributing to teamwork is team cohesion and represents a process whereby members are joined…
Descriptors: Intervention, Video Games, Pretests Posttests, Team Training
Schwartz, Ruth N. – ProQuest LLC, 2010
What factors contribute to effective multimedia learning? Increasingly, interactivity is considered a critical component that can foster learning in multimedia environments, including simulations and games. Although a number of recent studies investigate interactivity as a factor in the effective design of multimedia instruction, most examine only…
Descriptors: Computer Simulation, Multimedia Instruction, Active Learning, Intermode Differences
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What Works Clearinghouse, 2010
"ClassWide Peer Tutoring" is a teaching strategy that involves the entire class in tutoring using a game format. "ClassWide Peer Tutoring" typically uses existing curriculum materials and can be adapted across different grade levels and content areas. The class is divided into two competing teams, and pairs of students are…
Descriptors: Educational Research, Instructional Effectiveness, Intervention, Peer Teaching
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Henderson, David E. – Journal of Chemical Education, 2010
A simulation game is used to teach students in instrumental analysis courses to find the latest developments in the field, use the journal literature, and apply critical thinking to determine the relative importance of the work they find. They also learn about the business of chemical instruments and to make oral presentations. The competitive…
Descriptors: Critical Thinking, Information Literacy, Chemistry, Simulation
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van der Mars, Hans; Harvey, Stephen – Journal of Physical Education, Recreation & Dance (JOPERD), 2010
One of the central functions of teaching is formal assessment. However, formal assessment in school physical education often consists of attributing final grades to students at the conclusion of a unit (i.e., summative assessment). Moreover, grades have often been based on effort, attendance, and dress. Practical and authentic assessment…
Descriptors: Physical Education, Student Evaluation, Performance Based Assessment, Racquet Sports
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D'Agata, Antonio – Journal of Economic Education, 2010
The author develops a simple geometric analysis of Cournot-Nash equilibrium in the price-quantity space by exploiting the economic content of the first-order condition. The approach makes it clear that strategic interdependency in oligopoly originates from externalities among producers. This explains why cartels are unstable and casts oligopoly…
Descriptors: Economics Education, Geometric Concepts, Economics, Economic Impact
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Luccasen, R. Andrew; Thomas, M. Kathleen – Journal of Economic Education, 2010
Undergraduate students are often interested in applications of economic principles. Although popular television shows and movies are not real-world examples, drawing from these sources can motivate disinterested students and provide a pedagogical tool that enhances instruction. In this article, the authors discuss several basic introductory…
Descriptors: Economics, Theory Practice Relationship, Undergraduate Students, Television
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Toe, Dianne M.; Paatsch, Louise E. – Journal of Deaf Studies and Deaf Education, 2010
Communication is frequently characterized by a sequence of questions and answers. Little is known about how well students who are deaf or hard of hearing (deaf/HH) understand their hearing classmates in the context of an inclusive setting. This study explored the communication skills used by deaf/HH children when asking and answering questions in…
Descriptors: Hearing Impairments, Deafness, Communication Skills, Skill Development
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Blum-Dimaya, Alyssa; Reeve, Sharon A.; Reeve, Kenneth F.; Hoch, Hannah – Education and Treatment of Children, 2010
Children with autism have severe and pervasive impairments in social interactions and communication that impact most areas of daily living and often limit independent engagement in leisure activities. We taught four children with autism to engage in an age-appropriate leisure skill, playing the video game Guitar Hero II[TM], through the use of (a)…
Descriptors: Play, Video Games, Autism, Scheduling
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