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Attewell, Jill; Savill-Smith, Carol; Douch, Rebecca; Parker, Guy – Learning and Skills Network (NJ3), 2010
In recent years there have been amazing advances in consumer technology. The Mobile Learning Network (MoLeNET) initiative has enabled colleges and schools to harness some of this technology in order to modernise aspects of teaching, learning and training. The result has been improvements in learner engagement, retention, achievement and…
Descriptors: Electronic Learning, Educational Technology, Researchers, Information Technology
Kim, Chung On – ProQuest LLC, 2010
Many people in general think that digital game environment has potential as a learning environment. However, empirical research in digital game environment and education is a still relative young field, so to create a digital learning environment where students are actively engaged in the learning process is a great challenge. In part, it has been…
Descriptors: Learning Theories, Intelligent Tutoring Systems, Educational Environment, Educational Games
Prince, Katherine; Woempner, Carolyn – Mid-continent Research for Education and Learning (McREL), 2010
This brief examines the policy implications of two drivers of change presented in the "2020 Forecast: Creating the Future of Learning"-- Pattern Recognition and Amplified Organization. These drivers point toward a series of cultural shifts and illuminate how we are developing new ways of organizing, constructing, and managing knowledge.…
Descriptors: Educational Policy, Educational Change, Educational Innovation, Educational Trends
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Fisette, Jennifer L.; Mitchell, Stephen – Journal of Physical Education, Recreation & Dance (JOPERD), 2010
Although teaching games for understanding has been increasingly incorporated into physical education curricula around the world, many physical education teachers find it challenging to provide students with learning opportunities that foster critical thinking. Specifically, teachers have difficulty identifying problems in and potential solutions…
Descriptors: Physical Education, Physical Education Teachers, Student Problems, Classroom Techniques
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Whisenand, Thomas G.; Dunphy, Steven M. – Journal of Information Systems Education, 2010
The authors suggest using an alternative teaching methodology to impart knowledge regarding information systems phraseology and vocabulary. Specifically, a series of crossword puzzles or scrabbles are used to present information system (IS) terminology to students in an introductory business information systems course. The puzzle terms and answers…
Descriptors: Feedback (Response), Vocabulary Development, Introductory Courses, Educational Games
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Beidatsch, Cedric; Broomhall, Susan – Journal of University Teaching and Learning Practice, 2010
Increasingly, academic teachers are exploring the learning opportunities offered by student-centred participatory classroom and web-supported exercises. Role-play and gaming activities have been highlighted as fora which provide development of a range of personal and social skill sets in students, as well as understanding of subject content. This…
Descriptors: History Instruction, Role Playing, Teaching Methods, Historiography
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Kobayashi, Tetsuro – Human Communication Research, 2010
This article examines the democratic potential of online communities by investigating the influence of network heterogeneity on social tolerance in an online gaming environment. Online game communities are potential sources of bridging social capital because they tend to be relatively heterogeneous. Causal analyses are conducted using structural…
Descriptors: Structural Equation Models, Foreign Countries, Internet, Social Capital
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Rursch, Julie A.; Luse, Andy; Jacobson, Doug – IEEE Transactions on Education, 2010
The IT-Adventures program is dedicated to increasing interest in and awareness of information technology among high school students using inquiry-based learning focused on three content areas: cyber defense, game design programming, and robotics. The program combines secondary, post-secondary, and industry partnerships in educational programming,…
Descriptors: Inquiry, Service Learning, Active Learning, High School Students
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Dickey, Michele D. – International Journal of Art & Design Education, 2010
With the rising popularity of digital games, a growing number of universities are developing programmes in various areas of digital design and interactive media to meet the needs for game-related courses. Faculty of this emerging field are grappling with the complexity of developing curricula which integrate art, design and technology and of…
Descriptors: Computer Science, Computer Science Education, Multimedia Materials, Computers
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Qualters, Donna M.; Isaacs, Jacqueline A.; Cullinane, Thomas P.; Laird, Jay; McDonald, Ann – International Journal for the Scholarship of Teaching and Learning, 2008
Multidisciplinary models of education are needed to prepare students for their role in a global work environment. Combined with this need is the reality of the new Millennial Generation entering the educational system with a different approach to learning. This paper introduces an interactive, educational engineering game designed to appeal to the…
Descriptors: Engineering Education, Game Theory, Qualitative Research, Statistical Analysis
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Elkind, David – American Journal of Play, 2008
Although under attack from some goal-oriented politicians and parents and ofen considered superfluous by school administrators and teachers, free play remains vital to human health and creativity. Contrary to the notion that play should serve utilitarian ends or consist primarily of organized sports, the author makes a case for self-initiated…
Descriptors: Play, Recreational Activities, Psychiatry, Child Development
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Gestwicki, Paul; Sun, Fu-Shing – Journal on Educational Resources in Computing, 2008
We present an approach for teaching design patterns that emphasizes object-orientation and patterns integration. The context of computer game development is used to engage and motivate students, and it is additionally rich with design patterns. A case study is presented based on "EEClone," an arcade-style computer game implemented in Java. Our…
Descriptors: Instructional Design, Design Preferences, Computers, Teaching Methods
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Tew, Allison Elliott; Dorn, Brian; Leahy, William D., Jr.; Guzdial, Mark – Journal on Educational Resources in Computing, 2008
The ubiquity of personal computational devices in the lives of today's students presents a meaningful context for courses in computer organization beyond the general-purpose or imaginary processors routinely used. This article presents results of a comparative study examining student performance in a conventional organization course and in one…
Descriptors: Comparative Analysis, Courses, College Students, Games
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Lowry, Matthew – Physics Teacher, 2008
Like many high school and college physics teachers, I have found playing vector games to be a useful way of illustrating the concepts of inertia, velocity, and acceleration. Like many, I have also had difficulty in trying to get students to understand Newton's law of universal gravitation, specifically the inverse-square law and its application to…
Descriptors: Physics, Scientific Concepts, Scientific Principles, Science Instruction
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Rakoczy, Hannes; Warneken, Felix; Tomasello, Michael – Developmental Psychology, 2008
In two studies, the authors investigated 2- and 3-year-old children's awareness of the normative structure of conventional games. In the target conditions, an experimenter showed a child how to play a simple rule game. After the child and the experimenter had played for a while, a puppet came (controlled by a 2nd experimenter), asked to join in,…
Descriptors: Puppetry, Norms, Behavior Standards, Toddlers
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