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Liming, Drew – Occupational Outlook Quarterly, 2009
This article talks about voice actors and features Tony Oliver, a professional voice actor. Voice actors help to bring one's favorite cartoon and video game characters to life. They also do voice-overs for radio and television commercials and movie trailers. These actors use the sound of their voice to sell a character's emotions--or an advertised…
Descriptors: Television Commercials, Video Games, Cartoons, Films
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Dinov, Ivo D.; Christou, Nicolas – Teaching Statistics: An International Journal for Teachers, 2009
The Statistics Online Computational Resource (http://www.SOCR.ucla.edu) provides one of the largest collections of free Internet-based resources for probability and statistics education. SOCR develops, validates and disseminates two core types of materials--instructional resources and computational libraries. (Contains 2 figures.)
Descriptors: Statistics, Probability, Computation, Blended Learning
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Wilson, Katherine A.; Bedwell, Wendy L.; Lazzara, Elizabeth H.; Salas, Eduardo; Burke, C. Shawn; Estock, Jamie L.; Orvis, Kara L.; Conkey, Curtis – Simulation & Gaming, 2009
Games are an effective and cost-saving method in education and training. Although much is known about games and learning in general, little is known about what components of these games (i.e., game attributes) influence learning outcomes. The purpose of this article is threefold. First, we review the literature to understand the "state of play" in…
Descriptors: Educational Games, Simulation, Learning Theories, Skills
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Scott-Phillips, Thomas C.; Kirby, Simon; Ritchie, Graham R. S. – Cognition, 2009
A unique hallmark of human language is that it uses signals that are both learnt and symbolic. The emergence of such signals was therefore a defining event in human cognitive evolution, yet very little is known about how such a process occurs. Previous work provides some insights on how meaning can become attached to form, but a more foundational…
Descriptors: Experiments, Cognitive Processes, Cognitive Development, Games
Dixon, Mark R.; Holton, Bethany – Journal of Applied Behavior Analysis, 2009
The present study explored the delay discounting of future and past monetary rewards by pathological gamblers. Using a multiple baseline design, following repeated exposure to choices between smaller immediate and larger delayed consequences, participants completed a relational responding task that attempted to alter the psychological functions of…
Descriptors: Rewards, Games, Probability, Debt (Financial)
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Guroglu, Berna; van den Bos, Wouter; Crone, Eveline A. – Journal of Experimental Child Psychology, 2009
The development of fairness considerations in decision making is not well understood. Here we tested the hypothesis that increased understanding of intentionality during adolescence underlies increased fairness considerations in social decision making. We conducted three experiments using an adapted version of the Ultimatum Game with participants…
Descriptors: Age Differences, Decision Making, Adolescents, Intention
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Piatt, Katie – Campus-Wide Information Systems, 2009
Purpose: This paper aims to describe a pilot project investigating the use of alternate reality game/treasure-hunt formats to provide an alternative to existing mechanisms for introducing new students to university information and services. Design/methodology/approach: An alternate reality game was designed to be played online and offline, which…
Descriptors: Pilot Projects, Social Networks, Case Studies, Games
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Surdam, David G. – Journal of Economic Education, 2009
Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…
Descriptors: Economics Education, Educational Games, Simulation, Team Sports
Ziaeehezarjeribi, Yadi – ProQuest LLC, 2010
This study, based on experiential play methodology was used to explore student engagement while playing "Medal of Honor (2002)" and "Call of Duty (2003)". It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely…
Descriptors: Learner Engagement, Play, Video Games, Learning Strategies
Ho, Hsin-Ning – ProQuest LLC, 2010
This study examined the impact of different levels of task difficulty and expertise on self-efficacy judgments. In addition, the study examines how self-efficacy judgments affect the amount of mental effort investment and task performance under different levels of task difficulty and expertise. Results from this study are used to build a…
Descriptors: Research Design, Self Efficacy, Path Analysis, Expertise
McAllister, Deborah A.; McDonald, Shirley A.; Bothman, Susan M. – Online Submission, 2010
The activities contained in this document have been presented at several conference sessions. Participants engaged in hands-on activities for Grades 3 through 8 that utilized a deck of playing cards to meet mathematics content and process standards. Activities included variations of card games, but with a mathematical twist, and other card-based…
Descriptors: Preservice Teacher Education, Educational Games, Manipulative Materials, Experiential Learning
McGill, Monica M. – ProQuest LLC, 2010
Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, post-secondary institutions in the United Kingdom (UK) and the United States (US) have started to create game degree programs. Though curriculum theorists provide insight into the process of…
Descriptors: Foreign Countries, Undergraduate Study, College Programs, Computer Games
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Smith, Kersha – Pedagogy, Culture and Society, 2010
The aim of the present paper is to investigate the inner workings of a North American summer enrichment programme named Freedom School. More specifically this research explores how participants of the Children's Defense Fund (CDF) Freedom School programme experience "the Freedom School way", an amalgam of ideologies, discourses, and behaviours…
Descriptors: Enrichment Activities, Summer Programs, Schools, Ethics
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Waelchli, Paul – Public Services Quarterly, 2010
Popular culture experience in video games creates avenues to practice information literacy skills and model research in a real-world setting. Video games create a unique popular culture experience where players can invest dozens of hours on one game, create characters to identify with, organize skill sets and plot points, collaborate with people…
Descriptors: Popular Culture, Video Games, Educational Technology, Research Skills
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Heo, Jinmoo; Lee, Youngkhill – Educational Gerontology, 2010
This study investigated factors that explain the life satisfaction of Senior Games participants. One 193 older adults from the 2005 Michigan State Senior Games and the 2005 New York State Senior Games participated in the study. The results of the study show that one of the indicators of serious leisure (affective attachment) was positively…
Descriptors: Life Satisfaction, Leisure Time, Older Adults, Psychological Patterns
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