NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 11,611 to 11,625 of 20,283 results Save | Export
Ramaswami, Rama – Campus Technology, 2009
Educators know that people learn best by doing. When students are doing something rather than reading or learning about it, they learn better. Immersive environments help students retain more information and speed up their learning. There's an enhancement in the way they learn. Immersive environments--which utilize technologies like simulations,…
Descriptors: Computer Simulation, Teaching Methods, Experiential Learning, Colleges
Peer reviewed Peer reviewed
Direct linkDirect link
Moizer, Jonathan; Lean, Jonathan; Towler, Michael; Abbey, Caroline – Active Learning in Higher Education, 2009
Based on a categorization of simulation and gaming barriers developed in a previous study, this work seeks to explore in greater depth the composition and nature of these obstacles. It examines the interrelationships between the barriers and the impact of other contextual factors in the pedagogic environment. A series of in-depth interviews were…
Descriptors: Higher Education, Informal Education, Information Sources, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Hamlen, Karla R. – Journal of Educational Computing Research, 2009
This study explored relationships between time spent playing video games in a typical week and general creativity, as measured by a common assessment. One hundred eighteen students in 4th and 5th grades answered questions about their video game play and completed the Torrance Tests of Creative Thinking (Torrance, Orlow, & Safter, 1990). While…
Descriptors: Elementary School Students, Creativity, Play, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Barlett, Christopher P.; Anderson, Craig A.; Swing, Edward L. – Simulation & Gaming, 2009
This literature review focuses on the confirmed, suspected, and speculative effects of violent and non-violent video game exposure on negative and positive outcomes. Negative outcomes include aggressive feelings, aggressive thoughts, aggressive behavior, physiological arousal, and desensitization, whereas positive outcomes include various types of…
Descriptors: Video Games, Violence, Aggression, Desensitization
Dickerson, Dolores Pawley – 1975
The subjects for this study were 128 girls and 156 boys in public schools. Teachers were randomly assigned to one of three treatments designated active games, passive games, and traditional activities. Subjects were selected as having limited sight vocabularies based on the results of the Sight Vocabulary Recognition Test pretest. Data were…
Descriptors: Childrens Games, Class Activities, Comparative Analysis, Doctoral Dissertations
Smolins, Gwen – English for Immigrants, 1968
Description of a game involving linguistic recognition and practice with numbers ranging from one through 20 points out the value of cognition and oral practice in language acquisition. Variations of the game focusing on simple multiplication and addition are also examined. (RL)
Descriptors: Childrens Games, Cognitive Development, Cognitive Processes, Educational Games
Reid, Avis – 1974
This book contains game-planning ideas which will help instructors and students design games to fit the needs of their own particular schools and communities. The strategies and plans are recommended for classes of social problems, human relations, psychology, and can also be used with summer camp groups, chambers of commerce, clubs, and church…
Descriptors: Adult Education, Community Education, Curriculum Development, Educational Games
Lee, W. R. – 1965
A variety of educational word games for students of foreign languages of all age levels is described in this handbook. A rationale for the use of games in the classroom emphasizes the importance of promoting enthusiasm for learning through direct participation. Sections include: Oral Games, Pronunciation Games, Reading and Writing Games, Spelling…
Descriptors: Childrens Games, Class Activities, Communication Skills, Educational Games
Peer reviewed Peer reviewed
Yeo, Gee Kin; Nah, Fui Hoon – Simulation & Gaming, 1992
Describes the design of a decision support system (DSS) for a management game called MAGNUS (Management Game for National University of Singapore). Built-in models for performance analysis and decision making are explained; database query and model building are described; and future work is discussed. (11 references) (LRW)
Descriptors: Administrator Education, Computer Games, Computer Software Development, Databases
Felini, Damiano – Online Submission, 2008
Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…
Descriptors: Video Games, Teaching Methods, Popular Culture, Media Literacy
Johnson, L.; Adams, S.; Haywood, K. – New Media Consortium, 2011
"The NMC Horizon Report" series is the most visible outcome of the New Media Consortium. (NMC) Horizon Project, an ongoing research effort established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe. This volume, "The…
Descriptors: Advisory Committees, Elementary Secondary Education, Creative Activities, Global Approach
Peer reviewed Peer reviewed
Direct linkDirect link
Fischer, Peter; Greitemeyer, Tobias; Kastenmuller, Andreas; Vogrincic, Claudia; Sauer, Anne – Psychological Bulletin, 2011
In recent years, there has been a surge in the quantity of media content that glorifies risk-taking behavior, such as risky driving, extreme sports, or binge drinking. The authors conducted a meta-analysis involving more than 80,000 participants and 105 independent effect sizes to examine whether exposure to such media depictions increased their…
Descriptors: Music, Video Games, Research Methodology, Drinking
Peer reviewed Peer reviewed
Direct linkDirect link
Mitchell, Rebecca – Journal of Computers in Mathematics and Science Teaching, 2011
This paper reports on findings from a five-teacher, exploratory case study, critically observing their implementation of a technology-intensive, augmented reality (AR) mathematics curriculum unit, along with its paper-based control. The unit itself was intended to promote multiple proportional-reasoning strategies with urban, public, middle school…
Descriptors: Mathematics Curriculum, Curriculum Development, Middle School Teachers, Middle School Students
Education Week, 2011
A growing number of educators around the country are turning to technology and different teaching and learning approaches to give students personalized learning experiences that mirror the customized experiences they take for granted outside of school. To meet students' individual needs, they are putting in place 1-to-1 computing programs and…
Descriptors: Educational Technology, Technology Integration, Technology Uses in Education, Individualized Instruction
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Porras González, Nohora Inés – PROFILE: Issues in Teachers' Professional Development, 2010
This article presents the results of a study on utilizing stories for teaching English as a foreign language to children in first, second and third grades. It was carried out in a Colombian public elementary school in Bucaramanga, Colombia. The proposal was initiated by a group of student-teachers at Universidad Cooperativa de Colombia, Seccional…
Descriptors: Foreign Countries, English (Second Language), Teaching Methods, Story Telling
Pages: 1  |  ...  |  771  |  772  |  773  |  774  |  775  |  776  |  777  |  778  |  779  |  ...  |  1353