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Ozturk, Ebru; Kaymak Ozmen, Suna – Educational Sciences: Theory and Practice, 2011
Researches proved that a new psychological disorder of problematic Internet use was associated with individual characteristics as loneliness, shyness, anxiety, depression, personality type, and self-cognition. But there appears to be little consensus about Problematic Internet Use disorder. Consequently the aim of study was to investigate…
Descriptors: Shyness, Elementary School Science, Individual Characteristics, Early Childhood Education
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Anderson, Janice; Barnett, Michael – Journal of Science Education and Technology, 2011
The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with pre-service elementary teachers. To this end we explored the impact of using a game called "Supercharged!" on pre-service teachers' understanding of electromagnetic concepts compared to students who…
Descriptors: Science Laboratories, Program Effectiveness, Learning Experience, Teaching Methods
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Seethamraju, Ravi – Journal of Information Systems Education, 2011
The sophistication of the integrated world of work and increased recognition of business processes as critical corporate assets require graduates to develop "process orientation" and an "integrated view" of business. Responding to these dynamic changes in business organizations, business schools are also continuing to modify…
Descriptors: Foreign Countries, Feedback (Response), Curriculum Design, Learning Strategies
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Lin, Lin; Zhang, Tao – Journal of Technology and Teacher Education, 2011
This study investigated pre-service teachers' experience, motivation, passion, effort, and perspectives in playing exergames in the classroom using the self-determination theory as the main theoretical framework. One hundred forty preservice teachers participated in the study. A mixed method was used. Data included pre-survey and post-survey…
Descriptors: Preservice Teachers, Student Motivation, Self Determination, Physical Activities
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Rushing, Stephanie Craig; Stephens, David – Journal of Primary Prevention, 2011
American Indian and Alaska Native (AI/AN) youth are disproportionally burdened by many common adolescent health issues, including drug and alcohol use, injury and violence, sexually transmitted infections, and teen pregnancy. Media technologies, including the Internet, cell phones, and video games, offer new avenues for reaching adolescents on a…
Descriptors: Video Games, American Indians, Alaska Natives, Drinking
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Ardito, Carmelo; Lanzilotti, Rosa – International Journal of Distance Education Technologies, 2011
Distance education has experienced profound changes due to the introduction of new technologies, especially mobile devices of different types. It is necessary to define new learning techniques which are able to capture students' attention and to engage them in their learning activities, reducing problems like distraction generated by the use of…
Descriptors: Foreign Countries, Expertise, Educational Games, Distance Education
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Nolan, Kathleen M. – International Journal of Qualitative Studies in Education (QSE), 2011
Early resistance theorists analyzed working class students' oppositional behavior at a time of high availability of viable jobs in manufacturing. They argued that oppositional behavior constituted a rejection of middle class culture motivated by an implicit understanding of the myth of meritocracy. But times have changed. This paper seeks to…
Descriptors: Credentials, Working Class, Middle Class, Behavior Problems
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Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas – Computers & Education, 2011
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…
Descriptors: Foreign Countries, Research Design, Student Attitudes, Learning Activities
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Prayaga, Lakshmi; Coffey, John W. – Journal of Educational Technology, 2008
Several studies have demonstrated that games have been effectively used as an instructional strategy to motivate and engage students. This paper presents the use of the process of game development as an instructional strategy to promote higher order thinking skills. An analysis of the various aspects of game development including graphics,…
Descriptors: Computer Games, Educational Games, Thinking Skills, Critical Thinking
Kafai, Yasmin B., Ed.; Heeter, Carrie, Ed.; Denner, Jill, Ed.; Sun, Jennifer Y., Ed. – MIT Press (BK), 2008
Ten years after the groundbreaking "From Barbie to Mortal Kombat" highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in "World of…
Descriptors: Foreign Countries, Expertise, Play, Topography
Pellegrini, Anthony D., Ed. – Oxford University Press, 2010
The role of play in human development has long been the subject of controversy. Despite being championed by many of the foremost scholars of the twentieth century, play has been dogged by underrepresentation and marginalization in literature across the scientific disciplines. "The Oxford Handbook of the Development of Play" marks the first attempt…
Descriptors: Play, Child Development, Cultural Differences, Theories
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Minerick, Adrienne R. – Chemical Engineering Education, 2010
An implementation and assessment of three creative-learning mechanisms in a research-inspired split undergraduate/graduate course in Analytical Microdevice Technology is described. Microscale research is challenging to incorporate into the classroom due to the phenomena length-scales and the creating learning strategies were used to promote…
Descriptors: Cognitive Style, Elective Courses, Learning Strategies, Concept Formation
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Huang, Chun-Chieh; Yeh, Ting-Kuang; Li, Tsai-Yen; Chang, Chun-Yen – Educational Technology & Society, 2010
The objective of this article is to evaluate the effectiveness of a collaborative and online brainstorming game, Idea Storming Cube (ISC), which provides users with a competitive game-based environment and a peer-like intelligent agent. The program seeks to promote students' divergent thinking to aid in the process of problem solving. The…
Descriptors: Brainstorming, Problem Solving, Creative Thinking, Grade 11
Glenn, Lane A.; Van Wert, Suzanne – New England Journal of Higher Education, 2010
A few years ago, Mathew McConaughey and Sarah Jessica Parker generated big laughs and big box office sales in "Failure to Launch," an absurd comedy about a 26-year old man still living in his parents' basement, spending his days watching television and playing video games while the world passed him by. The film was closer to the truth…
Descriptors: Females, Gender Differences, Males, Higher Education
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Garcia-Villamisar, D. A.; Dattilo, J. – Journal of Intellectual Disability Research, 2010
Background: Even though there is research demonstrating a positive relationship between leisure participation and the two constructs of quality of life and stress reduction, current conceptualisation of leisure as a contributor to quality of life is limited. In addition, in spite of improvements in accurate diagnosis of autism spectrum disorder…
Descriptors: Autism, Quality of Life, Interpersonal Relationship, Interaction
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