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Dhumal, Parag; Sundararaghavan, P. S.; Nandkeolyar, Udayan – Decision Sciences Journal of Innovative Education, 2008
In this article we present a game that can be used as a tool to educate students and managers on the issues in supply chain (SC), inventory management. The game has a bilevel demand with one level during regular times and another during sale times. The game could be played in two modes (independence and cooperation) and has been field tested in…
Descriptors: Educational Games, Industry, Business Administration Education, Supply and Demand
Pinder, Patrice Juliet – Online Submission, 2008
Education researchers and teachers have long been interested in improving students' conceptual understanding and motivational levels to do academic work. Over the past decade and a half, there has been an increase in the number of studies investigating the effects of instructional games on students' academic performance and motivational levels.…
Descriptors: Urban Schools, Intervention, Educational Games, Elementary Education
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Persell, Caroline Hodges; Pfeiffer, Kathryn M.; Syed, Ali – Teaching Sociology, 2008
This paper arose from a larger study designed to explore what leaders in the field of sociology think are the most important goals and principles for students to understand after taking a college-level introductory course and how they teach those principles. A population of scholarly leaders in sociology was defined by various forms of peer…
Descriptors: Introductory Courses, Professional Associations, Sociology, Teaching Methods
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Burgos, Daniel; Moreno-Ger, Pablo; Sierra, Jose Luis; Fernandez-Manjon, Baltasar; Specht, Marcus; Koper, Rob – Simulation & Gaming, 2008
IMS Learning Design (IMS-LD) is a specification to create units of learning (UoLs), which express a certain pedagogical model or strategy (e.g., adaptive learning with games). However, the authoring process of a UoL remains difficult because of the lack of high-level authoring tools for IMS-LD, even more so when the focus is on specific topics,…
Descriptors: Educational Technology, Educational Games, Video Technology, Individualized Instruction
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Memmert, Daniel; Harvey, Stephen – Journal of Teaching in Physical Education, 2008
The purpose of this article is to discuss some concerns with the Game Performance Assessment Instrument (GPAI). This review of the GPAI includes five perceived problems with the GPAI scoring and coding system: (1) calculation of individual and overall game performance indices, (2) use of game involvement versus game performance index to analyze…
Descriptors: Games, Performance Based Assessment, Performance Tests, Scoring
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Carbonaro, M.; Cutumisu, M.; Duff, H.; Gillis, S.; Onuczko, C.; Siegel, J.; Schaeffer, J.; Schumacher, A.; Szafron, D.; Waugh, K. – Computers & Education, 2008
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than builders/constructors of computer games. Recently,…
Descriptors: Creative Activities, Computers, Programming, Gender Differences
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Kern, Jack; Calleja, Paul – Journal of Physical Education, Recreation & Dance (JOPERD), 2008
Over the course of nine years as a supervisor of intern teachers, the first author collected observations of game play during lessons taught by intern teachers or their mentors. In general, the observations indicated that the majority of students got limited practice opportunities during game play. A close look at the data revealed an interesting…
Descriptors: Physical Education, Play, Games, Student Teachers
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Ke, Fengfeng – Computers & Education, 2008
Employing mixed-method approach, this case study examined the in situ use of educational computer games in a summer math program to facilitate 4th and 5th graders' cognitive math achievement, metacognitive awareness, and positive attitudes toward math learning. The results indicated that students developed more positive attitudes toward math…
Descriptors: Case Studies, Computers, Educational Games, Mathematics Instruction
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Satwicz, Tom; Stevens, Reed – International Journal of Computers for Mathematical Learning, 2008
This paper describes the use of quantities in video games by young people as part of a broader effort to understand thinking and learning across naturally occurring contexts of activity. Our approach to investigating the use of quantities in game play is ethnographic; we have followed eight children over a six-month period as they play their own…
Descriptors: Play, Video Games, Children, Interviews
Groff, Jennifer; Haas, Jason – Learning & Leading with Technology, 2008
When it comes to technologies like digital games, simulations, and social networking, teachers and students may find themselves at cross purposes. Often, students find that these technologies, so prevalent in their lives outside of school, are unwelcome in their classrooms. Many teachers can tell stories about the disruptive influence of video…
Descriptors: Video Games, Social Networks, Internet, Computer Uses in Education
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Scholz, Markus; Niesch, Harald; Steffen, Olaf; Ernst, Baerbel; Loeffler, Markus; Witruk, Evelin; Schwarz, Hans – International Journal of Special Education, 2008
The aim of this study is to evaluate the benefit of chess in mathematics lessons for children with learning disabilities based on lower intelligence (IQ 70-85). School classes of four German schools for children with learning disabilities were randomly assigned to receive one hour of chess lesson instead of one hour of regular mathematics lessons…
Descriptors: Control Groups, Mental Retardation, Mathematics Skills, Computation
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Dracup, Mary – Australasian Journal of Educational Technology, 2008
Role play is an increasingly popular technique in tertiary education, being student centred, constructivist and suitable for a range of subject areas. The choice of formats is wide open, with options ranging from the traditional face to face performance through to multi-user online computer games. Some teachers prefer to take advantage of features…
Descriptors: Constructivism (Learning), Games, Role Playing, Computers
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Samide, Michael J. – Journal of Chemical Education, 2008
An in-class activity has been developed to assist students in discovering chromatographic separations. Designed on the basis of plate theory, the game has students use instructor-provided partition coefficients to establish equilibrium for two different items between a stationary and mobile phase. As students work through equilibration and mobile…
Descriptors: College Science, Secondary School Science, Educational Games, Scientific Concepts
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Campitelli, Guillermo; Gobet, Fernand – Learning and Individual Differences, 2008
We investigated the role of practice in the acquisition of chess expertise by submitting a questionnaire to 104 players of different skill levels. Players had to report their chess rating, the number of hours of individual and group practice, their use of different learning resources and activities, and whether they had been trained by a coach.…
Descriptors: Computer Software, Longitudinal Studies, Repetition, Questionnaires
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Scharrer, Erica; Leone, Ron – Human Communication Research, 2008
A sample of 118 U.S. 6th and 7th graders was used to examine early adolescents' views of whether video games negatively influence themselves, others of the same age, and younger others. Six specific games ranging in rating from E for Everyone to M for Mature were listed for the early adolescents to respond to, with questions asked about both…
Descriptors: Video Games, Social Cognition, Adolescents, Grade 7
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