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Maxwell, D. Jackson – Library Media Connection, 2008
As spring arrives, more time is spent outdoors. Unfortunately, as spring fever hits, books and learning often take a backseat. The goal is for educators to find a way to re-engage learners. In this article, the author presents a seasonal story and game that can help catch students' attention by making learning both informative and entertaining.…
Descriptors: Games, Reading, Activities, School Libraries
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Gunter, Glenda A.; Kenny, Robert F.; Vick, Erik H. – Educational Technology Research and Development, 2008
We are witnessing a mad rush to pour educational content into games in an ad hoc manner in hopes that player/learners are motivated simply because the content is housed inside a game. A failure to base educational game design on well-established learning and instructional theories increases the risk of the game failing to meet its intended…
Descriptors: Educational Games, Design, Evaluation, Models
Lewis, Melissa L. – ProQuest LLC, 2009
Two theories guide two very different ideas about learning. Social cognitive theory (Bandura, 1977, 1989) places the greater emphasis on observational learning, or learning by watching a model produce a behavior before doing it oneself. Other researchers purport that experiential learning, or learning by doing, results in stronger learning (Kolb,…
Descriptors: Video Games, Self Efficacy, Observational Learning, Identification
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Neville, David O.; Shelton, Brett E. – Simulation & Gaming, 2010
As 3D digital game-based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis of contemporary pedagogical, instructional design, new media, and literary-historical theories to…
Descriptors: Curriculum Development, Social Networks, Humanities Instruction, Literature
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Fajaria, Indah – Advances in Language and Literary Studies, 2013
There are such myriad ideas upon English teaching-learning process. Everybody can share each fabulous idea through various media. One of fun English learnings that can motivate EFL students' eagerness to practice English easily is an outdoor class activity. This project could sometimes deals with an outbound activities which provide the numerous…
Descriptors: Foreign Countries, Educational Games, Outdoor Education, Class Activities
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Coskun, Hasan – Eurasian Journal of Educational Research, 2013
Problem Statement: By considering the innovations in the field of communication, the inter-relationship between cultures, and the developments in the world, the Ministry of Education has started to take measures for students to learn languages such as German, French, Russian, Spanish, Japanese, Italian, Arabic, etc., in educational institutions in…
Descriptors: German, Second Language Learning, Second Language Instruction, Educational Games
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Sadeghi, Karim; Sharifi, Faranak – English Language Teaching, 2013
Considering the significant role of vocabulary in learning a language, and teachers' great responsibility in providing opportunities to facilitate this learning, many studies have focused on the best means of achieving a good knowledge of vocabulary. This study set out to investigate the effect of four post-teaching activities, namely game,…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Chesler, Naomi C.; Arastoopour, Golnaz; D'Angelo, Cynthia M.; Bagley, Elizabeth A.; Shaffer, David Williamson – Advances in Engineering Education, 2013
Increasingly, first-year engineering curricula incorporate design projects. However, the faculty and staff effort and physical resources required for the number of students enrolled can be daunting and affect the quality of instruction. To reduce these costs, ensure a high quality educational experience, and reduce variability in student outcomes…
Descriptors: Engineering Education, Computer Simulation, Educational Quality, Educational Experience
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Cassidy, Gianna G.; Paisley, Anna M. J. M. – Research Studies in Music Education, 2013
Music-games present a highly pervasive new platform to create, perform, appreciate and transmit music through peer and online communities (e.g., Peppler, Downton, Lindsay, & Hay, 2011). While learners are increasingly engaged with such digital music participation outside the classroom, evidence indicates learners are increasingly disengaged…
Descriptors: Teaching Methods, Music Education, Educational Games, Music Activities
Butler, Joy – Canadian Journal of Education, 2013
This paper posits that Inventing Games (IG), an aspect of the games curriculum based on principles of Teaching Games for Understanding (TGfU), opens up important spaces for teaching social and ethical understanding. Games have long been regarded as a site for moral development. For most teachers, however, ethical principles have been seen as…
Descriptors: Ethics, Curriculum, Comprehension, Moral Values
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Ferguson, Christopher J. – American Psychologist, 2013
In June 2011 the U.S. Supreme Court ruled that video games enjoy full free speech protections and that the regulation of violent game sales to minors is unconstitutional. The Supreme Court also referred to psychological research on violent video games as "unpersuasive" and noted that such research contains many methodological flaws.…
Descriptors: Video Games, Violence, Court Litigation, Federal Courts
Schmitt, Sara A. – ProQuest LLC, 2013
In recent years, self-regulation has emerged as a foundational skill for academic success and well-being. Unfortunately, many children enter kindergarten without the self-regulation skills necessary to succeed. Children from high-risk backgrounds (e.g., low-income) are particularly vulnerable for difficulties in self-regulation development. Given…
Descriptors: School Readiness, At Risk Students, Low Income Groups, Self Control
Avila, JuliAnna, Ed.; Pandya, Jessica Zacher, Ed. – Peter Lang New York, 2013
The contributors to this edited volume examine the simultaneous implementation of critical and digital literacies and explore ramifications for the development and assessment of critical digital literacies (CDL) curricula across educational contexts. We ask: How has the increasing ubiquity of digital literacies in and out of school affected our…
Descriptors: Critical Literacy, Computer Literacy, Media Literacy, Praxis
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Ham, Ok Kyung; Sung, Kyung Mi; Kim, Hee Kyung – Journal of School Nursing, 2013
The purpose of this study was to investigate the association of sociodemographic, psychosocial, and behavioral characteristics with screen time among school-age children in Korea. This study employed a nonexperimental, cross-sectional study design. A total of 370 children attending four elementary schools participated in the study. Self-report…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Television Viewing
Marple, Stacy Ann – ProQuest LLC, 2011
In recent times, recess has become threatened by the press for more academic instruction time and by fears of violent behavior. A dramatic indicator of this trend is seen in the increasing number of schools and school districts which have done away with or significantly reduced recess time (BBC news, 2007; Coughlan, 2007; Jarrett, 2002; Pressler,…
Descriptors: Video Technology, Recess Breaks, Play, Violence
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