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Hijon-Neira, Raquel, Ed. – InTech, 2009
The education industry has obviously been influenced by the Internet revolution. Teaching and learning methods have changed significantly since the coming of the Web and it is very likely they will keep evolving many years to come thanks to it. A good example of this changing reality is the spectacular development of e-Learning. In a more…
Descriptors: Computer Assisted Instruction, Educational Technology, Internet, Feedback (Response)
Leone, Peter; Wilson, Michael; Mulcahy, Candace – National Evaluation and Technical Assistance Center for the Education of Children and Youth Who Are Neglected, Delinquent, or At-Risk, 2010
This guide is designed to support the development of mathematics proficiency for youth in short-term juvenile correctional facilities. Mathematics proficiency includes mastery and fluency in foundational numeracy; an understanding of complex, grade-appropriate concepts and procedures; and application of those competencies to solve relevant,…
Descriptors: Mathematics Instruction, Mathematics Skills, Youth, Juvenile Justice
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Tay, Lee Yong; Lim, Cher Ping – Educational Media International, 2010
This paper examines how a game-like 3D Multi-User Virtual Environment (MUVE), Quest Atlantis (QA), is used in an after-school programme to engage a group of 14 academically at-risk primary students in their learning. It adopts an activity theoretical perspective to identify the disturbances and contradictions during the implementation of the…
Descriptors: Virtual Classrooms, Social Environment, Information Technology, At Risk Students
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Suh, S.; Kim, S. W.; Kim, N. J. – Journal of Computer Assisted Learning, 2010
This study investigated the effectiveness of massive multiplayer online role-playing game (MMORPG)-based (massive multiplayer online role-playing game) instruction in elementary English education. The effectiveness of the MMORPG program was compared with face-to-face instruction and the independent variables (gender, prior knowledge, motivation…
Descriptors: Foreign Countries, Games, Prior Learning, Learning Motivation
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Liu, Tsung-Yu; Chu, Yu-Ling – Computers & Education, 2010
This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment. An English curriculum was conducted on a school campus by using a context-aware ubiquitous learning environment called the Handheld English Language…
Descriptors: Educational Strategies, Learning Activities, Learning Motivation, Educational Technology
Lowe, Debbie – National Middle School Association (NJ3), 2007
Today, teachers in all subject areas must also be literacy instructors. But how are they to continue teaching their own subjects while also helping students learn to read and write? In this article, the author suggests some strategies for incorporating literacy activities into normal subject-area instruction by teaching content-specific…
Descriptors: Literacy Education, Educational Games, Teaching Methods, Middle School Students
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Wilson, Janell D.; Casey, Linda H. – Reading Improvement, 2007
In an age where multi-media, such as video games and computer generated games, are consuming the lives of young adults, students are reading fewer novels and engaging less in recreational reading activities. Because of the ever-changing diverse student population teachers are searching for ways to be competitive motivators. Today, teachers need to…
Descriptors: Video Games, Recreational Reading, Middle School Students, High School Students
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Halpern, Diane F.; Wai, Jonathan – Journal of Experimental Psychology: Applied, 2007
Competitive Scrabble players spend a mean of 4.5 hr a week memorizing words from the official Scrabble dictionary. When asked if they learn word meanings when studying word lists, only 6.4% replied "always," with the rest split between "sometimes" and "rarely or never." Number of years of play correlated positively with expertise ratings,…
Descriptors: Memory, Cognitive Tests, Word Lists, Verbal Ability
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Dibley, Jeremiah; Parish, Jamie – Science Scope, 2007
Funded by the U.S. Department of Education, a research project was conducted to evaluate the effectiveness of video games as inquiry-based learning experiences for the science classroom. As a result, the video game, "Creature Control: The Quest for Homeostasis" was developed and field-tested in select middle schools in the United States.…
Descriptors: Middle Schools, Learning Processes, Constructivism (Learning), Video Games
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Cagiltay, Nergiz Ercil – British Journal of Educational Technology, 2007
Software-engineering education programs are intended to prepare students for a field that involves rapidly changing conditions and expectations. Thus, there is always a danger that the skills and the knowledge provided may soon become obsolete. This paper describes results and draws on experiences from the implementation of a computer…
Descriptors: Computer Software, Engineering Education, Computers, Games
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Wideman, Herbert H.; Owston, Ronald D.; Brown, Christine; Kushniruk, Andre; Ho, Francis; Pitts, Kevin C. – Simulation & Gaming, 2007
The article begins by reviewing the theoretical bases for the contention that advanced computer-based educational gaming can provide powerful learning experiences, and overviews the limited research on the use of such games. Although studies to date have generally supported their value, most of the published investigations have methodological…
Descriptors: Investigations, Educational Games, Data Collection, Educational Technology
Harvey, Stephen – Journal of Physical Education, Recreation & Dance (JOPERD), 2007
Tactical approaches to teaching are, arguably, still under-utilized in physical education settings, and this may be due to the lack of pertinent assessment materials. The purpose of this article is to present a generic invasion-game unit and to link it to a variety of assessment materials using three tactical components from the Game Performance…
Descriptors: Physical Education, Performance Based Assessment, Teaching Methods, Educational Games
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Winn, Brian; Heeter, Carrie – Innovate: Journal of Online Education, 2007
Educational game designs must balance the often conflicting values of game designers, instructional designers, and content experts. In order to reach this balance, however, colleagues should adopt development strategies that already inform the design of commercial computer games. Commercial game designers recognize that great games are not created…
Descriptors: Educational Games, Educational Testing, Educational Technology, Play
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Chow, Jia Yi; Davids, Keith; Button, Chris; Shuttleworth, Rick; Renshaw, Ian; Araujo, Duarte – Review of Educational Research, 2007
In physical education, the Teaching Games for Understanding (TGfU) pedagogical strategy has attracted significant attention from theoreticians and educators for allowing the development of game education through a tactic-to-skill approach involving the use of modified games. However, some have proposed that as an educational framework, it lacks…
Descriptors: Physical Education, Educational Principles, Systems Approach, Learning Processes
Perkins, Ross A.; Arreguin, Cathy – Learning & Leading with Technology, 2007
The communication and collaborative interface known as a multi-user virtual environment (MUVE), has existed since as early as the late 1970s. MUVEs refer to programs that have an animated character ("avatar") controlled by a user within a wider environment that can be explored--or built--at will. Second Life, a MUVE created by San Francisco-based…
Descriptors: Middle Schools, Distance Education, Immigrants, Migrants
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