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Kinney, Patti – Principal Leadership, 2011
This article presents an interview with Justice Sandra Day O'Connor. Justice O'Connor is the driving force behind iCivics, a nonprofit organization designed to increase students' knowledge of civics through interactive computer games that focus on history, laws, and government. In the interview, Justice O'Connor talks about the lack of civics…
Descriptors: Civics, Nonprofit Organizations, Social Studies, Interviews
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Rady, Amy Meltzer; Schmidt, Gordon – Journal of Physical Education, Recreation & Dance (JOPERD), 2011
A university open house attracts students and parents who are interested in learning about the institution's mission and specialized offerings. The traditional approach to an open house involves a meet-and-greet session and a lecture by a faculty member who describes the program and necessary requirements for graduation, followed by a tour of the…
Descriptors: Undergraduate Students, Physical Education, Experiential Learning, Physical Education Teachers
Fletcher, J. D.; Tobias, Sigmund – Educational Technology, 2011
Evidence collected on the effectiveness of four educational technologies is briefly reviewed. The authors conclude that there is reasonable evidence that computer-assisted instruction can have at least a modest effect on improving learning and probably more when its instructional approaches are properly matched to instructional objectives, that…
Descriptors: Evidence, Educational Technology, Teaching Methods, Educational Research
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Gerber, Hannah R.; Price, Debra P. – English Journal, 2011
Today's youth come to the English language arts class with a diverse range of ideas and experiences that give them the ability to develop and blossom into proficient and talented writers for multiple audiences; constant engagement with new media and digital literacies provides them multiple opportunities and multiple channels through which to…
Descriptors: Video Games, Creative Writing, Audiences, Language Arts
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Brumberger, Eva – Journal of Visual Literacy, 2011
The so-called millennial learners who currently populate college classrooms are purportedly digital natives whose repeated exposure to a host of new technologies has allegedly resulted in enhanced skills in several areas, including those related to technology and visual communication. By extension, the argument has been made that digital natives…
Descriptors: Visual Literacy, Age Groups, Visual Learning, Undergraduate Students
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Sandberg, Anette; Heden, Rebecca – Education 3-13, 2011
The purpose of this study is to contribute knowledge on and gain an understanding of elementary school teachers' perspectives on the function of play in children's learning processes. The study is qualitative with a hermeneutical approach and has George Herbert Mead as a theoretical frame of reference. Interviews have been carried out with seven…
Descriptors: Teacher Expectations of Students, Play, Learning Processes, Elementary School Teachers
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Maynard, Angelina S.; Monk, Jessica D.; Booker, Kimberly Wilson – Journal of Creativity in Mental Health, 2011
This article is a review of available interactive aids designed to enhance the identification and expression of feelings in children. These skills are part of the overall development of empathy. The development of empathy, in turn, is crucial for social competence, social relatedness, and prosocial behavior. Improving these skills is likely to…
Descriptors: Empathy, Interpersonal Competence, Prosocial Behavior, Emotional Intelligence
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Toth, Sheree L.; Stronach, Erin Pickreign; Rogosch, Fred A.; Caplan, Rochelle; Cicchetti, Dante – Journal of the American Academy of Child & Adolescent Psychiatry, 2011
Objective: To examine illogical thinking in children from low-income families with and without histories of child maltreatment. Method: Maltreated (n = 91) and nonmaltreated (n = 43) school-age children individually participated in a story game designed to elicit speech samples. Children were instructed to listen to two recorded stories and…
Descriptors: Check Lists, Child Abuse, Low Income, Child Behavior
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O'Hara, Mark – Journal of Early Childhood Research, 2011
This small-scale study focuses on young children's reported information and communication technology (ICT) experiences in the home and the role of parents in providing technological opportunities, recognition and support. The children of the parents involved were all enrolled in nursery and reception classes (4-5 years of age) in two settings…
Descriptors: Video Technology, Parent Role, Young Children, Access to Computers
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McNeill, Michael Charles; Fry, Joan Marian; Md. Hairil, Johari – ICHPER-SD Journal of Research, 2011
This is an investigation of the motivational climate generated in games lessons taught by three experienced, specialist physical education (PE) teachers using a tactical games approach (Games Concept Approach, GCA). The pupils' personal motives for participation in the units were also explored. Three PE specialists were purposefully selected to…
Descriptors: Physical Education, Grade 5, Gender Differences, Teaching Methods
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Shelton, Brett E.; Scoresby, Jon – Educational Technology Research and Development, 2011
We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…
Descriptors: Instructional Design, Educational Games, Computers, Grade 9
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Bennett, Sue; Oliver, Martin – Research in Learning Technology, 2011
Research into learning technology has developed a reputation for being driven by rhetoric about the revolutionary nature of new developments, for paying scant attention to theories that might be used to frame and inform research, and for producing shallow analyses that do little to inform the practice of education. Although there is…
Descriptors: Foreign Countries, Educational Technology, Instructional Design, Multimedia Instruction
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Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie – Computers in the Schools, 2011
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…
Descriptors: Mentors, Summer Programs, Video Games, STEM Education
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White, Katherine; Timmons, Maryellen; Medders, Paul – Science Teacher, 2011
The recreational fishing activity presented in this article provides a hands-on, problem-based experience for students; it unites biology, math, economics, environmental policy, and population dynamics concepts. In addition, the activity allows students to shape environmental policy in a realistic setting and evaluate their peers' work. By…
Descriptors: Animals, Environmental Education, Natural Resources, Hands on Science
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Ferguson, Christopher J. – Journal of Youth and Adolescence, 2011
The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in…
Descriptors: Violence, Video Games, Psychologists, Family Environment
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