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Maurer, Marcy R. – Teaching Elementary Physical Education, 2006
The on-going debate of dodgeball as an acceptable physical education activity seems endless. Reeducating physical education teachers toward current best practices has proven a difficult task. Many teachers continue to include dodgeball in their yearly activities and defend it as a curriculum choice by asserting that important basic skills such as…
Descriptors: National Standards, Physical Education, Games, Physical Activities
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Townsend, J. Scott; Mohr, Derek J.; Waronsky, Clint; Grana, Mario M. – Teaching Elementary Physical Education, 2006
The activity of tag may be one of the most widely played games in elementary physical education programs. It comes in many shapes and sizes and can be morphed to meet many needs. For example, tag is used as a general body warm-up for young children (Rosengard, Mckenzie, & Short, 2000), to teach chasing, dodging, and fleeing skills (Graham,…
Descriptors: Physical Education, Physical Activities, Games, Interdisciplinary Approach
McLester, Susan – Technology & Learning, 2005
The first part of this feature examined the burgeoning body of research supporting the use of games as teaching tools. In particular, the article focused on epistemic games such as Firaxis's Civilization, which immerse players in virtual worlds with societies and cultures to which they must adapt for survival and success. This second part of the…
Descriptors: Computers, Games, Creative Activities, Outcomes of Education
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Rattigan, Peter – Teaching Elementary Physical Education, 2006
This article describes some activities that include descriptions of four classic games, and also incorporates interdisciplinary concepts into the playing of traditional games. These activities can be played indoors or outside, in a gym or a classroom. A description of an interdisciplinary version of the game is included after the description of…
Descriptors: Interdisciplinary Approach, Games, Physical Education, Teaching Methods
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Lee, Yu-Yuan – Journal of Educational Technology, 2008
This study investigates the effects of game genres on the choice of certain language learning strategies among Taiwanese college students. The sample for the study consists of 162 undergraduate freshmen in an institute of technology in Taiwan. The results show that game genres have an influence on the choice of different language learning…
Descriptors: Second Language Learning, Metacognition, Learning Strategies, Role Playing
Biddix, J. Patrick; Hardy, Thomas W. – Online Submission, 2008
Researchers have suggested that fraternity membership is the most reliable predictor of gambling and gambling problems on campus. The purpose of this study was to determine if problematic gambling could be linked to specific aspects of fraternity membership. Though the null hypothesis (no enabling environment) failed to be rejected, descriptive…
Descriptors: Fraternities, Games, Probability, Debt (Financial)
Baki, Roselan; Yee Leng, Eow; Wan Ali, Wan Zah; Mahmud, Rosnaini; Hamzah, Mohd. Sahandri Gani – Online Submission, 2008
This study provides a glimpse into understanding the potential benefits as well as harm of playing video games from the perspective of six Malaysian secondary school students, aged 16-17 years old. The rationale of the study is to enable parents, educators, administrators and policy makers to develop a sound understanding on the impact of playing…
Descriptors: Video Games, Emotional Development, Secondary School Students, Late Adolescents
Sarsar, Nasreddine Mohamed – Online Submission, 2008
Due to the technological advance that has swept our societies, students have become more and more engaged with new burgeoning technological tools such as computers, cell phones, iPods, digital cameras, and the like. As a result, the disparity between what students do inside school and what they do at home has grown wider. Buckingham (2007) refers…
Descriptors: Internet, Interpersonal Relationship, Interaction, English (Second Language)
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Bachar, Pnina – Education and the Law, 2008
The aim of this article is to examine the legal possibilities available to creators of children's games, enhancing art education. It focuses on the type of games that enrich the learning experience by means of works of visual, verbal or musical art. I do not deal with the technology of the digital age, but examine the educational art game as a…
Descriptors: Foreign Countries, School Law, Court Litigation, Art Education
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Edwards, Peter – Kappa Delta Pi Record, 2008
Assistive technology (AT)--the use of technology to assist individuals with disabilities--encompasses a wide range of applications including problems with reading, writing, and language arts; speech-language disorders; students with mild disabilities; and older students. An exciting and motivational use of AT to assist readers that has not been…
Descriptors: Educational Technology, Creative Thinking, Assistive Technology, Thinking Skills
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Kato, Taichi; Arakawa, Chuichi – Simulation & Gaming, 2008
BIT BY BIT is an encryption game that is designed to improve students' understanding of natural language processing in computers. Participants encode clear words into binary code using an encryption key and exchange them in the game. BIT BY BIT enables participants who do not understand the concept of binary numbers to perform the process of…
Descriptors: Computer Science, Educational Technology, Language Processing, Natural Language Processing
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Pagnano-Richardson, Karen; Henninger, Mary L. – Journal of Physical Education, Recreation & Dance (JOPERD), 2008
All teachers want their students to become better game players who are motivated to participate in and outside of class. Students need to learn how to make good tactical decisions, in addition to being skilled movers, in order to become competent game players. When students make better tactical decisions, they experience more success and therefore…
Descriptors: Physical Education, Play, Games, Competence
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Mulrine, Christopher F.; Prater, Mary Anne; Jenkins, Amelia – TEACHING Exceptional Children, 2008
Teachers face many challenges in their daily effort to meet the needs of and ensure success for a diverse group of students, including students who are inattentive and have trouble staying focused and on task. All students, especially those with attention deficit hyperactivity disorder (ADHD), need exercise; it assists them with concentration and…
Descriptors: Student Behavior, Attention Deficit Hyperactivity Disorder, Classroom Environment, Student Needs
Adams, Thomasenia Lott – Multicultural Education, 2008
One semester while attempting to help pre-service teachers learn how to make mathematics relevant to the lives of young children, it occurred to the author that many preservice teachers in teacher education programs were uncomfortable outside of their own personal cultural experiences. Having recently read some work of Claudia Zavslavsky (1996),…
Descriptors: Multicultural Education, Lesson Plans, Mathematics Instruction, Mathematics Curriculum
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Westera, W.; Nadolski, R. J.; Hummel, H. G. K.; Wopereis, I. G. J. H. – Journal of Computer Assisted Learning, 2008
Serious games open up many new opportunities for complex skills learning in higher education. The inherent complexity of such games, though, requires large efforts for their development. This paper presents a framework for serious game design, which aims to reduce the design complexity at conceptual, technical and practical levels. The approach…
Descriptors: Feedback (Response), Higher Education, Computer System Design, Educational Technology
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