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Kaufmann, Matthew L.; Bomer, Megan A.; Powell, Nancy Norem – Mathematics Teacher, 2009
Students enter the geometry classroom with a strong concept of fairness and a sense of what it means to "play by the rules," yet many students have difficulty understanding the postulates, or rules, of geometry and their implications. Although they may never have articulated the properties of an axiomatic system, they have gained a practical…
Descriptors: Verbal Communication, Play, Geometry, Thinking Skills
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Wright, Craig; Conlon, Elizabeth – Australian Journal of Educational & Developmental Psychology, 2009
This article presents a critique on K. Amon and A. Campbell's "Can children with AD/HD learn relaxation and breathing techniques through biofeedback video games?". Amon and Campbell reported a successful trial of a commercially available biofeedback program, "The Wild Divine", in reducing symptoms of Attention-Deficit/Hyperactivity Disorder (ADHD)…
Descriptors: Control Groups, Intervention, Video Games, Hyperactivity
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Khine, Myint Swe; Saleh, Issa M. – Journal of Educational Technology Systems, 2009
Computer games as new media culture have become increasing popular among young people. Today most children play a different genre of games at different times depending on their age, maturity, and opportunity. While some researchers advocate that similar to computer literacy and information literacy, game literacy will be one of the requirements…
Descriptors: Middle School Students, Males, Video Games, Foreign Countries
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Chen, Mark – E-Learning, 2009
This article describes expertise development in a player group in the massively multiplayer online game World of Warcraft using visualization of chat log data. Charts were created to get a general sense of chat trends in a specific player group engaged in "high-end raiding", a 40-person collaborative activity. These charts helped identify patterns…
Descriptors: Charts, Visualization, Internet, Expertise
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Tsai, Yueh-Feng Lily; Kaufman, David M. – Journal of Educational Computing Research, 2009
This study investigated the potential of using a computer-simulated animal in a handheld virtual pet videogame to improve children's empathy and humane attitudes. Also investigated was whether sex differences existed in children's development of empathy and humane attitudes resulting from play, as well as their feelings for a virtual pet. The…
Descriptors: Animals, Empathy, Student Attitudes, Elementary School Students
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Bos, Beth – Computers in the Schools, 2009
Technology according to the National Council of Mathematics plays a special role in teaching and learning mathematics. Technology when used effectively can deepen mathematical understanding and lead to greater abstraction. But, not all uses of technology lead to this desired result. Defining cognitive and mathematical fidelity and using it to…
Descriptors: Mathematics Education, Educational Technology, Teaching Methods, Mathematics Instruction
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Kim, Bokyeong; Park, Hyungsung; Baek, Youngkyun – Computers & Education, 2009
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG [Massively Multiple Online Role Playing Game] "Gersang" was used. The…
Descriptors: Social Problems, Academic Achievement, Learning Strategies, Problem Solving
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Landry, Susan H.; Smith, Karen E.; Swank, Paul R. – New Directions for Child and Adolescent Development, 2009
A major objective of this chapter is to present a novel, ecologically sensitive social problem-solving task for school-aged children that captures the complexity of social and cognitive demands placed on children in naturalistic situations. Competence on this task correlates with a range of skills including executive functions, verbal reasoning,…
Descriptors: Problem Solving, Interpersonal Competence, Child Behavior, Measures (Individuals)
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Wright, Pam – Innovate: Journal of Online Education, 2009
Pam Wright highlights the role of technology in providing situated learning opportunities for preservice teachers to explore the role commercial computer games may have in primary education. In a study designed to assess the effectiveness of an online unit on gaming incorporated into a course on learning technologies, Wright found that thoughtful…
Descriptors: Preservice Teachers, Instructional Design, Computers, Games
Gee, James Paul – Palgrave Macmillan, 2007
The author begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like…
Descriptors: Role Models, Video Games, Cognitive Development, Educational Technology
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Bottino, R. M.; Ferlino, L.; Ott, M.; Tavella, M. – Computers & Education, 2007
The paper reports a small-scale, long-term pilot project designed to foster strategic and reasoning abilities in young primary school pupils by engaging them in a number of computer games, mainly those usually called mind games (brainteasers, puzzlers, etc.). In this paper, the objectives, work methodology, experimental setting, and tools used in…
Descriptors: Computers, Cognitive Processes, Pilot Projects, Thinking Skills
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Hainey, Thomas; Connolly, Thomas – International Journal of Virtual and Personal Learning Environments, 2010
A highly important part of software engineering education is requirements collection and analysis, one of the initial stages of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall system if performed incorrectly. As software engineering is a field with a reputation…
Descriptors: Educational Games, Engineering Education, Design Requirements, Course Evaluation
LeBlond-Schrader, Ellen Benton – ProQuest LLC, 2010
My dissertation investigates the twentieth and twenty-first century reader's relationship to poetic text as it is altered through daily exposure to technology in the rise of the information age, as seen in the works of Francis Ponge, Pierre Alferi and Veronique Vassiliou. My project also examines historical documents--radio and television…
Descriptors: Foreign Countries, Popular Culture, Video Games, Reading Processes
Walker, Jacob J. – Online Submission, 2010
This Action Research project and Pilot Study was designed and implemented to improve students' hypothetical thinking abilities by exploring the possibility that learning and playing the computer game Minesweeper may inherently help improve hypothetical thinking. One objective was to use educational tools to make it easier for students to learn the…
Descriptors: Action Research, Pretests Posttests, Program Effectiveness, Correlation
Southern Regional Education Board (SREB), 2010
To help students meet higher standards, all academic and career/technical teachers need to be willing and prepared to use reading, writing and mathematics as tools for learning across the curriculum. To do so, they must have access to ongoing professional development, literacy and numeracy coaching, shared strategies, and teamwork to make literacy…
Descriptors: Academic Education, Technical Education, Reading Achievement, Vocabulary
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