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Savino, Jennifer Ann – Journal of Adolescent & Adult Literacy, 2011
Shakespeare, who worked actively with words through punning, playing, and inventing, serves as the model for students to experience a deepening knowledge of vocabulary and love of words. Through instructional activities aimed at increasing word play, word exposure, and word consciousness, students gain the verbal capacity needed to understand…
Descriptors: English Literature, Vocabulary Development, Vocabulary Skills, Reading Comprehension
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Roberts, Simon John – Physical Education and Sport Pedagogy, 2011
Background: Recent changes in the structure and delivery of formalised coach education courses such as the United Kingdom Coaching Framework (UKCF) and the United Kingdom Coaching Certificate (UKCC) has manifested in an increased importance on sports coaches adopting holistic and player-centred coaching pedagogy. For one National Governing Body of…
Descriptors: Constructivism (Learning), Intervention, Interviews, Foreign Countries
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Badia, Ingrid C. – Learning Languages, 2011
The Foreign Language in the Elementary Schools (FLES) program in Fairfax County Public Schools (FCPS) provides an opportunity for all students in an elementary school to learn a world language at an early age with a focus on developing students' communicative competence. Technology plays a major role in helping students develop communicative…
Descriptors: FLES, Public Schools, Elementary School Students, Second Language Learning
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Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
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Vazirabad, Aylar Fallah – International Education Studies, 2013
This study focused on five particular Communication Strategies (CSs) namely: Paraphrase, approximation, hesitation, reduction, borrowed words and invented, or anglicised. The aim was to investigate the link between the use of approvable and positive CS-types and the impact of ESL students' beliefs about CSs in a game-activity. It aims to promote…
Descriptors: English (Second Language), Educational Games, Language Fluency, Second Language Instruction
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Mifsud, Charles L.; Vella, Rosalind; Camilleri, Liberato – Research in Education, 2013
The first part of this study shows that there is increased support for using video games in the classroom from different stakeholders, namely students, teachers and parents. The potential role that video games can play in the classroom learning process needs to be more well defined. There is a dire need for research work under experimental…
Descriptors: Teaching Methods, Video Games, Literacy Education, Experimental Groups
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Ng'ambi, Dick – British Journal of Educational Technology, 2013
Although there is an increasing use of emerging technologies (ETs) in higher education internationally and in South Africa in particular, there is little evidence that their use is transforming teaching and learning practice. Anecdotal evidence shows that there is a dichotomy between the technologies supported and used in higher education…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Technological Advancement
Rowlett, Joel Everett – ProQuest LLC, 2013
This case study examined the beliefs of African American males on the psychosocial and pedagogical factors contributing to the underrepresentation of African American males in advanced high school math courses. Six 11th grade African American male juniors from a large, comprehensive, Southeastern high school served as individual cases. Within- and…
Descriptors: Psychological Patterns, African American Students, Males, Disproportionate Representation
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Davies, Dan; Jindal-Snape, Divya; Collier, Chris; Digby, Rebecca; Hay, Penny; Howe, Alan – Thinking Skills and Creativity, 2013
This paper reports on a systematic review of 210 pieces of educational research, policy and professional literature relating to creative environments for learning in schools, commissioned by Learning and Teaching Scotland (LTS). Despite the volume of academic literature in this field, the team of six reviewers found comparatively few empirical…
Descriptors: Personal Autonomy, Teaching Methods, Foreign Countries, Educational Research
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Round, David K. – Journal of Economic Education, 2007
The Monty Hall three-door, "Let's Make a Deal" game, named after the 1970s television show, is used widely in economics, econometrics, statistics, and game-theory-based teaching, as well as in many other disciplines. Its solutions and underlying assumptions arouse great passion and argument, in both the academic and popular press. Most economists…
Descriptors: Economics Education, Probability, Games, Game Theory
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Lipovetsky, S. – International Journal of Mathematical Education in Science & Technology, 2007
Game theory approaches to find optimal marketing decisions are considered. Antagonistic games with and without complete information, and non-antagonistic games techniques are applied to paired comparison, ranking, or rating data for a firm and its competitors in the market. Mix strategy, equilibrium in bi-matrix games, bargaining models with…
Descriptors: Marketing, Game Theory, Games, Decision Making
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Kawash, Samira – American Journal of Play, 2010
The Candy Land board game has been in production since 1949 and remains one of the best-known and biggest-selling children's board games of all time. Beginning with the fiftieth-anniversary edition in 1998, Hasbro Inc. has promoted the story of how a retired schoolteacher named Eleanor Abbott came to invent Candy Land while recuperating in a polio…
Descriptors: Games, Child Health, Public Health, United States History
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Phillips, Anne K. – American Journal of Play, 2010
Nineteenth-century literature offers insights into the history and sociology of play in American life. Louisa May Alcott's novel "Little Women" contains especially rich period depictions of childhood games and amusements and provides some of the earliest scenes of American girls at play. The author discusses the various depictions of…
Descriptors: Novels, Play, Toys, Games
Varga, Matthew – ProQuest LLC, 2010
This dissertation explores a business, higher education and public school partnership between the National Federation of Independent Business (NFIB), the Wharton School of Business, and the Graduate School of Education (GSE) at the University of Pennsylvania. Beginning three years ago in September 2007, the collective task was to create an online…
Descriptors: Video Games, Educational Innovation, Internet, Case Studies
Aleckson, Jon D. – ProQuest LLC, 2010
This study explored how educational technology development leaders can facilitate increased collaboration between the instructional design and development team and faculty member experts when developing games and simulations. A qualitative, case study method was used to analyze interviews and documents, and Web postings related specifically to…
Descriptors: Expertise, Instructional Design, Cooperation, Educational Technology
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