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Kay, Robin H.; Lauricella, Sharon – Journal of Information Technology Education, 2011
A majority of today's higher education students have been nurtured on a steady diet of technology and Internet access, leading to the increased presence of laptops in higher education classrooms. However, many instructors are unsure whether or how to assimilate this technology into their lessons. The purpose of the following study was to examine…
Descriptors: Higher Education, Laptop Computers, Classroom Environment, Internet
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Kernan, William; Bogart, Jane; Wheat, Mary E. – Health Education, 2011
Purpose: The purpose of this paper is to report the perceived impact of various health concerns on the academic performance of health sciences graduate students. Design/methodology/approach: The American College Health Association's National College Health Assessment (ACHA-NCHA), a 58-item anonymous survey, was distributed to all graduate health…
Descriptors: Graduate Students, Academic Achievement, Depression (Psychology), Student Attitudes
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Toscano, Aaron Antonio – Current Issues in Education, 2011
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; Selfe & Hawisher 2004, 2007): This discussion argues that video games are another simulacra for postmodern cultural critique. Video games do cultural work by allowing gamers to play out socially constructed hopes and fears. As cultural products mediated…
Descriptors: Video Games, Young Adults, Case Studies, Computer Literacy
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Everhart, Julie M.; Alber-Morgan, Sheila R.; Park, Ju Hee – Education and Training in Autism and Developmental Disabilities, 2011
This study investigated the effects of computer-based practice on the acquisition and maintenance of basic academic skills for two children with moderate to intensive disabilities. The special education teacher created individualized computer games that enabled the participants to independently practice academic skills that corresponded with their…
Descriptors: Children, Basic Skills, Maintenance, Disabilities
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Lin, Hao-Chiang Koong; Hsieh, Min-Chai; Wang, Cheng-Hung; Sie, Zong-Yuan; Chang, Shei-Hsi – Turkish Online Journal of Educational Technology - TOJET, 2011
In this study, we develop an interactive AR Learning System based on Augmented Reality and interactive touch-screen. The learning content knowledge is about conservation of fish in Taiwan. The system combines the game by the concept of AR book which allows children to learn about the importance of conservation of fish. A mechanism is designed to…
Descriptors: Animals, Conservation (Concept), Foreign Countries, Usability
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Ketsitlile, Lone Elizabeth – Diaspora, Indigenous, and Minority Education, 2011
The study investigated how San students of Botswana, in a junior community secondary school, understood literacy in school and at home. A qualitative, narrative case study approach was used to gain a deeper understanding of what students value and understand by literacy from co-participants' and informants' perspectives. Findings across…
Descriptors: Foreign Countries, Junior High Schools, Ethnic Groups, Literacy
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Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell – Active Learning in Higher Education, 2011
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…
Descriptors: College Students, Student Experience, Teaching Methods, Video Games
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Harrington, M. C. R. – IEEE Transactions on Learning Technologies, 2011
Over the past 20 years, there has been a debate on the effectiveness of virtual reality used for learning with young children, producing many ideas but little empirical proof. This empirical study compared learning activity in situ of a real environment (Real) and a desktop virtual reality (Virtual) environment, built with video game technology,…
Descriptors: Computer Uses in Education, Environmental Education, Elementary School Students, Computer Simulation
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Demski, Jennifer – T.H.E. Journal, 2009
For a growing group of educators, the online role-playing game World of Warcraft, Blizzard Entertainment's massively popular massively multiplayer online role-playing game (MMORPG), is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way. The online role-playing game World of…
Descriptors: Video Games, Role Playing, Fantasy, Computer Mediated Communication
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Jolley, Kristie – English Journal, 2008
Junior high school teacher Kristie Jolley believes students become more willing and motivated to practice reading strategies when they are "comfortable within their realm of literacy." Background knowledge of video games helps students succeed in understanding and enjoying game-based texts, which she incorporates into her classroom library as…
Descriptors: Video Games, Reading Strategies, Reading Motivation, Junior High School Students
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Kovalik, Ludovic M.; Kovalik, Doina L. – Simulation & Gaming, 2008
This article describes an educational card game the objective of which is to raise students' awareness of the need for clarity, structure, and organization in all everyday activities of humans. Although the game as such was played in freshman composition, therefore addressing the immediate needs of that particular class, the lesson learned through…
Descriptors: Freshman Composition, Games, College Freshmen, Teaching Methods
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Xia, Xinrong – English Language Teaching, 2010
Based on the analysis of the questionnaire survey on learning motivation and learning needs of postgraduates and their demands and suggestions on English teaching, the paper makes a beneficial exploration on English course model for postgraduates in agricultural universities. Under the guidance of academic game theory, the "language skills+…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Second Language Learning
Evans, Arthur William, III – ProQuest LLC, 2010
The push to further the use of technology in learning has broadened the attempts of many to find innovated ways to aid the new, technologically savvy generation of learners, in acquiring the knowledge needed for their education and training. A critical component to the success of these initiatives is the proper application of the "science of…
Descriptors: Video Games, Military Training, Goal Orientation, Program Effectiveness
D'Angelo Cynthia – ProQuest LLC, 2010
Vectors and vector addition are difficult concepts for many introductory physics students and traditional instruction does not usually sufficiently address these difficulties. Vectors play a major role in most topics in introductory physics and without a complete understanding of them many students are unable to make sense of the physics topics…
Descriptors: Video Games, Physics, Conventional Instruction, Science Education
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Wan, Chin-Sheng; Chiou, Wen-Bin – Computers & Education, 2010
The negative impact of online gaming on adolescents has received much attention. The question of how to reduce their pathological use of online gaming is a critical issue. Based on the concept of external justification in dissonance theory, this experimental study aimed to examine whether severity of threat and justification of effort would impact…
Descriptors: Adolescents, Attitude Change, Behavior Theories, Addictive Behavior
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