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Weinberger, Nanci; Stein, Kristen – Merrill-Palmer Quarterly: Journal of Developmental Psychology, 2008
Sixty-four kindergarten children participated in a bead-collecting game. Their competitive, noncompetitive, and other moves were measured. Gender and gender composition of the group affected competition in the context of playing this game with known peers. The boys were more competitive than the girls. Girls in the same-gender groups, but not…
Descriptors: Females, Kindergarten, Gender Differences, Males
Cavanagh, Sean – Education Digest: Essential Readings Condensed for Quick Review, 2008
This article highlights the study which illustrates how an age-old board games that incorporate numbers and counting have led to better understanding of numbers by young students. Few family rituals have as fixed a place in the American household, and in the popular imagination, as board games, those impromptu or regularly scheduled contests…
Descriptors: Educational Games, Disadvantaged Youth, Low Income Groups, Numeracy
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Slocombe, Will; Price, Chris – E-Learning, 2008
Computer games are increasingly being considered as a means of promoting learning, especially the use of commercial off-the-shelf (COTS) games in the classroom. This article extends this idea by proposing an innovative method of fostering interdisciplinary collaboration through the design of computer games. The game to be developed, "On the…
Descriptors: Educational Games, Computers, Design, Interdisciplinary Approach
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Andrews, Gillian – E-Learning, 2008
In a study of 195 high school students, differences by gender and socioeconomic status (SES) were found in their gaming habits and game literacy practices. Low-SES students generally preferred console video games, particularly those in the sports genre. They expressed frustration with the controls involved in long-form computer games such as those…
Descriptors: Socioeconomic Status, Video Games, Females, Gender Differences
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Taylor, Mark John; Pountney, David C.; Baskett, M. – Computers & Education, 2008
In this paper, we examine the potential use of animation for supporting the teaching of some of the mathematical concepts that underlie computer games development activities, such as vector and matrix algebra. An experiment was conducted with a group of UK undergraduate computing students to compare the perceived usefulness of animated and static…
Descriptors: Animation, Computers, Mathematical Concepts, Algebra
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Price, Colin B. – Physics Education, 2008
Computer games such as Unreal Tournament (UT2004 and UT3) contain a "physics engine" responsible for producing believable dynamic interactions between players and objects in the three-dimensional (3D) virtual world of a game. Through a series of probing experiments we have evaluated the fidelity and internal consistency of the UT2004 physics…
Descriptors: Physics, Engines, Science Instruction, Educational Games
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Rakoczy, Hannes – Developmental Psychology, 2008
Joint pretence games are implicit rule-governed activities with a normative structure: Given shared fictional stipulations, some acts are appropriate moves, others are inappropriate (i.e., mistakes). The awareness of 2- and 3-year-old children of this normative structure was explored, as indicated by their ability to not only act according to the…
Descriptors: Child Behavior, Play, Games, Imagination
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Yalon-Chamovitz, Shira; Weiss, Patrice L. – Research in Developmental Disabilities: A Multidisciplinary Journal, 2008
Participation in leisure activities is a fundamental human right and an important factor of quality of life. Adults with intellectual disabilities (ID) and physical disabilities often experience limited opportunities to participate in leisure activities, virtual reality (VR) technologies may serve to broaden their repertoire of accessible leisure…
Descriptors: Recreational Activities, Leisure Time, Physical Disabilities, Mental Retardation
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Shaw, Ken – Journal of Chemical Education, 2008
This story is a chemical mystery with an emphasis on qualitative analysis, descriptive chemistry, and forensics. It is as well yet another article in the continuing series, first presented by Thomas Waddell and Thomas R. Rybolt, which presents a scientific problem in mystery format in the context of the popular and beloved characters of Sherlock…
Descriptors: Chemistry, Science Instruction, Learning Activities, Educational Games
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Quay, John; Peters, Jacqui – Journal of Curriculum Studies, 2008
Physical education is one of the more difficult subjects in the curriculum for generalist classroom teachers in primary schools to incorporate confidently into their teaching. In many primary schools, the generalist classroom teacher defers to a physical education specialist. This situation has both positive and negative features. In this context,…
Descriptors: Physical Education, Curriculum Development, Elementary Education, Health Education
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Carlson, David Lee – English Journal, 2008
The author, a teacher educator, likens taking an English class to playing a game, and by taking the metaphor seriously, he develops an innovative and engaging way to start off the school year. This article describes the classroom-as-game activity that he used during the first week of school. Using the concept of a game as metaphor for the…
Descriptors: Classroom Techniques, Writing Assignments, Figurative Language, Classroom Environment
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Forman, Sean; Forman, Sylvia – PRIMUS, 2008
Games are a useful and fun way to review material in class, and encourage students to actively participate in review sessions. In fact, researchers have concluded that playing games can be an effective learning tool, especially in mathematics, in situations where the goal is to reinforce specific ideas or concepts. Two places this type of…
Descriptors: Games, Calculus, Internet, Mathematics Instruction
Parsons, John – Mathematics Teaching Incorporating Micromath, 2008
Left to their own devices, many students are happy to work within their comfort zone of skill and understanding, a level where they are confident that they will achieve regular success. The job of the classroom teacher is to help students reach beyond this and to help them make this level their new comfort zone. Clearly, teachers need to employ a…
Descriptors: Educational Games, Mathematics Instruction, Teaching Methods, Creative Teaching
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Pence, Harry E. – Journal of Educational Technology Systems, 2008
The virtual online world called Second Life can be deceptive. It looks like a game, but the participants are not assigned goals. Indeed, it may be said that the goal of Second Life is to create one's own goals. As a result, the residents of Second Life choose to work in many different directions. Some choose to develop land; some try to earn…
Descriptors: College Faculty, Online Courses, Computer Uses in Education, Virtual Classrooms
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Ramani, Geetha B.; Siegler, Robert S. – Child Development, 2008
Theoretical analyses of the development of numerical representations suggest that playing linear number board games should enhance young children's numerical knowledge. Consistent with this prediction, playing such a game for roughly 1 hr increased low-income preschoolers' (mean age = 5.4 years) proficiency on 4 diverse numerical tasks: numerical…
Descriptors: Low Income Groups, Numeracy, Educational Games, Number Concepts
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