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van den Beemt, Antoine; Akkerman, Sanne; Simons, P. Robert-Jan – Learning, Media and Technology, 2010
This qualitative study examines how 11 Dutch students aged 14-15 develop an interest in specific types of interactive media practices and how they perceive these practices in relation to others. The methods included semi-structured interviewing, autodriving visual elicitation and photo elicitation using moodboards. Our results show the importance…
Descriptors: Interviews, Internet, Teaching Methods, Youth
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Mukherjee, Kanchan – Psychological Review, 2010
This article presents a dual system model (DSM) of decision making under risk and uncertainty according to which the value of a gamble is a combination of the values assigned to it independently by the affective and deliberative systems. On the basis of research on dual process theories and empirical research in Hsee and Rottenstreich (2004) and…
Descriptors: Behavior Patterns, Figurative Language, Individual Differences, Decision Making
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Park, Andreas – Journal of Economic Education, 2010
In goods markets, an equilibrium price balances demand and supply. In a financial market, an equilibrium price also aggregates people's information to reveal the true value of a financial security. Although the underlying idea of informationally efficient markets is one of the centerpieces of capital market theory, students often have difficulties…
Descriptors: Economics Education, Experiential Learning, Educational Games, Microeconomics
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Dunst, Carl J.; Raab, Melinda; Trivette, Carol M.; Wilson, Linda L.; Hamby, Deborah W.; Parkey, Cindy – Intellectual and Developmental Disabilities, 2010
Findings from 2 studies of the relationship between response-contingent child behavior and child, caregiver-child, and caregiver behavior not directly associated with child contingency learning are described. The participants were 19 children with significant developmental delays and their mothers in 1 study and 22 children with significant…
Descriptors: Behavior Problems, Caregivers, Child Behavior, Developmental Delays
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Vollstadt-Klein, Sabine; Grimm, Oliver; Kirsch, Peter; Bilalic, Merim – Learning and Individual Differences, 2010
Whereas a lot of studies examine cognitive processes in chess players, personality profiles of elite chess players are still not described well. The aim of this study was to examine personality of strong chess experts and its influence on chess skill. We tested elite male and female chess players with Freiburg Personality Inventory Revised…
Descriptors: Females, Motivation, Personality Traits, Cognitive Processes
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Sweeny, Robert W. – Studies in Art Education: A Journal of Issues and Research in Art Education, 2010
Videogames represent one of the fastest growing and most influential forms of contemporary visual culture. In this article, the author looks to five aspects of current videogames: perspective, interactivity, interface, narrative, and time and movement. Each of these videogame modalities is analyzed as related to a wide range of popular media,…
Descriptors: Video Games, Art Education, Art Products, Spatial Ability
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Diehl, Virginia; Reese, Debbie Denise – Educational Psychology, 2010
Instructional metaphors scaffold learning better when accompanied by an elaboration. Applying structure mapping theory, we developed and used an elaborated instructional metaphor (text and illustrations) for introductory chemistry concepts. In two studies (N[subscript 1] = 44, N[subscript 2] = 57), college students with little chemistry background…
Descriptors: Figurative Language, Chemistry, Inferences, College Students
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Helmer, Joel W.; Bloch, Nick – Geography Teacher, 2010
Over the last decade blog (a contraction of "web log") has crept into the national lexicon and culture, transforming the way people communicate. Although exact numbers are difficult to gather, the Web site "Technorati" is tracking more than 112.8 million blogs. Rarely far removed from technology; cell phones, iPods, Facebook…
Descriptors: Geography Instruction, Web Sites, Electronic Publishing, Video Games
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Weatherly, Jeffrey N.; Derenne, Adam; Terrell, Heather K. – Psychological Record, 2010
Evidence in the research literature indicates people may treat "won" money differently than they would their own money. The present study had a sample of 648 college students complete a delay-discounting task that involved the hypothetical monetary amounts of $1,000 or $100,000. Participants were asked repeatedly what amount they would…
Descriptors: College Students, Behavioral Sciences, Consumer Economics, Risk
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Trawick-Smith, Jeffrey – Early Education and Development, 2010
Research Findings: Previous research on young children's play has focused narrowly on behaviors that are highly valued in Western societies. The purpose of this study was to draw back the lens on play--to examine a broader range of early childhood pastimes that are more common and meaningful to children of color. Using G. Bateson's (1972) work on…
Descriptors: Play, Preschool Children, Young Children, Kindergarten
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Hassett, Dawnene D. – Language Arts, 2010
This article offers a way of thinking about literacy instruction that critiques current reasoning, but also provides a space to dynamically think outside of prevalent practices. It presents a framework for both planning and studying literacy pedagogy that combines a practical everyday model of the reading process with Michel Foucault's (1988c)…
Descriptors: Games, Literacy Education, Teaching Methods, Reading Processes
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Huang, Wen-Hao; Huang, Wen-Yeh; Tschopp, Jill – Computers & Education, 2010
Digital game-based learning (DGBL) has become a viable instructional option in recent years due to its support of learning motivation. Recent studies have mostly focused on identifying motivational factors in digital games (e.g., curiosity, rules, control) that support intrinsic motivation. These findings, however, are limited in two fronts.…
Descriptors: Undergraduate Students, Learning Motivation, Program Effectiveness, Instructional Materials
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McCrink, Koleen; Bloom, Paul; Santos, Laurie R. – Developmental Science, 2010
This study explored the criteria that children and adults use when evaluating the niceness of a character who is distributing resources. Four- and five-year-olds played the "Giving Game", in which two puppets with different amounts of chips each gave some portion of these chips to the children. Adults played an analogous task that mimicked the…
Descriptors: Productivity, Cues, Evaluation Criteria, Personality Traits
Tretter, Thomas R. – Gifted Child Today, 2010
Developing appropriate curriculum to challenge gifted students can be difficult, whether in a mixed-ability classroom or in a self-contained gifted classroom. Four potential ways that a curriculum can be modified for gifted students have been suggested: (1) acceleration; (2) enrichment; (3) sophistication; and (4) novelty. This article proposes…
Descriptors: Fundamental Concepts, Academically Gifted, Mathematics Education, Teaching Methods
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Choudhury, Bipasha; Gouldsborough, Ingrid; Gabriel, Stefan – Anatomical Sciences Education, 2010
Students enrolled in the Optometry program at the University of Manchester are required to take a functional anatomy course during the first year of their studies. Low mean scores in the written examination of this unit for the past two academic years energized staff to rethink the teaching format. Interactive sessions lasting 20 minutes each were…
Descriptors: Electronic Learning, Games, Optometry, Podiatry
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