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Stanley, Graham; Mawer, Kyle – TESL-EJ, 2008
The term serious game is often used to refer to "games used for training, advertising, simulation, or education." In this article, the authors use the term computer game in its broadest sense, believing it to encompass the broad spectrum of what is usually referred to now as all digital gaming (video games, console games, online games, etc.). They…
Descriptors: Video Games, Internet, Second Language Learning, Language Teachers
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Weinstock, Jeremiah; Whelan, James P.; Meyers, Andrew – Journal of American College Health, 2008
Objective: The authors investigated behavioral indicators of pathological gambling in a college student sample. Participants and Methods: The authors administered a diagnostic interview for pathological gambling to 159 college students, who also completed a demographic questionnaire, and a self-report measure of psychological distress. Results:…
Descriptors: College Students, Income, Psychology, Games
Clarkson, Philip C. – Australian Mathematics Teacher, 2008
Doing mathematics, and thinking about how you are doing it at the same time, are not the easiest things to do. It is even more difficult if students are not aware that they should be attempting both processes at the same time. They are likely to concentrate on the immediate task of "doing" the mathematics, rather than trying to access the deeper…
Descriptors: Mathematics Instruction, Educational Games, Thinking Skills, Cognitive Processes
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Todorovich, John R.; Fox, James P.; Ryan, Stuart; Todorovich, Sarah W. – Journal of Physical Education, Recreation & Dance (JOPERD), 2008
Physical educators using the teaching games for understanding (TGFU) approach employ modified game forms to teach children skills and tactics. Inspired by Danish Longball, "Argoball" is a dynamic-rules game that teachers interested in the TGFU model use to help their students develop effective skills and tactics to better participate in…
Descriptors: Games, Educational Opportunities, Physical Education, Team Sports
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Hoon, Alice; Dymond, Simon; Jackson, James W.; Dixon, Mark R. – Journal of Applied Behavior Analysis, 2008
Participants were trained and tested to select stimuli of differing physical quantities in the presence of 2 color contextual cues for more than and less than. Following more than and less than relational training, participants allocated the majority of their responses to the slot machine that shared formal properties of color with the contextual…
Descriptors: Cues, Context Effect, Probability, Experiments
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Taylor, Kevin C.; Chyung, Seung Youn – Performance Improvement, 2008
Due to advances in computer and network technology, virtual reality (VR) is no longer just an area of scientific research. It has also become a popular consumer product, as demonstrated by the proliferation of massive multiplayer online role-playing games. Second Life (SL), in particular, has gained popularity among casual users since it became…
Descriptors: Scientific Research, Games, Computer Simulation, Educational Technology
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Brandt, Andrew E.; Pietras, Cynthia J. – Psychological Record, 2008
A single-subject design was used in 2 experiments about the effects of percentage payback (winnings in proportion to total amount bet) on gambling on a slot-machine simulation in 8 adult humans. In Experiment 1, percentage payback was varied across a wide range of values, and participants were exposed extensively to percentage-payback conditions.…
Descriptors: Probability, Behavior Problems, Games, Debt (Financial)
Esposito, Jennifer Chase – District Administration, 2008
This article features Salome Thomas-EL, principal of Russell Byers Charter School in the heart of Philadelphia. Thomas-EL is stepping beyond Philadelphia to help the nation's parents: He has a Supernanny-esque reality show in development about guiding parents toward keeping their kids in school, he has made appearances on CNN, C-SPAN and NPR, and…
Descriptors: Urban Schools, Charter Schools, Elementary Schools, Awards
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Mor, Yishay; Winters, Niall – Journal of Interactive Media in Education, 2008
Technologically enhanced learning environments raise complex challenges for their designers, developers and users. Design patterns and pattern languages have recently emerged as a potential framework for addressing some of these challenges. However, the uptake of design patterns has been slow outside of the computer science community. We argue…
Descriptors: Instructional Design, Open Education, Workshops, Computer Science
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Schrader, P. G.; McCreery, Michael – Educational Technology Research and Development, 2008
Educational learning environments have changed dramatically in the last 20 years. Advances in technology have enabled the World Wide Web and a sundry of other tools. In response, many researchers have argued that one way to understand learning in a complex world is to examine user interactions within Massively Multiplayer Online Games (MMOGs) [Gee…
Descriptors: Internet, Video Games, Expertise, Skill Development
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McHenry, Molly – Music Educators Journal, 2008
In this article, the author relates how she observed a middle school math teacher deliver a miserable class. She realized that she did the same thing to her music students. To engage her students, she developed "Note Twister," a music reading game using duct tape to form musical notes and the basic premise behind the game,…
Descriptors: Music, Music Reading, Teaching Methods, Music Theory
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Yuill, Ronald D. – Technology Teacher, 2008
Since a number of his special needs students have been in his class for three years, the author tries to continually create new activities that will challenge them. This article describes an activity wherein the author and his students design their own game with their own instructions. This activity encouraged students to learn about designing,…
Descriptors: Technology Education, Special Needs Students, Games, Design
Livingston, Samuel A. – 1972
This paper reports the results of research conducted by the Academic Games program since its beginning in 1967. The research is classified and examined in three major categories: The Influence of Game-Playing on the Socialization of Children; Games as Controlled Research Environments, and Effectiveness of Games in Education. In addition, the paper…
Descriptors: Attitudes, Childrens Games, Class Activities, Education
Lewis, Darrell R.; And Others – 1974
This publication was prepared to: (1) update and expand elementary, secondary, and college teacher's knowledge of materials on noncomputer-based games and simulations relating to the teaching of economics and corresponding social studies topics; (2) assist economic educators in developing criteria for evaluating the educational usefulness of…
Descriptors: Annotated Bibliographies, Economics, Economics Education, Educational Games
Martin, Allan – Simulation/Games for Learning, 1988
Outlines two traditions in the field of computer simulation, one focusing upon the character of the software within the computer, the other focusing upon the exercise outside the computer which the software is supporting. Topics discussed include mathematical modeling, gaming, information retrieval, decision monitoring, and applications in…
Descriptors: Computer Assisted Instruction, Computer Simulation, Computer Software, Decision Making
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