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Peer reviewedDorman, Steve M. – Journal of School Health, 1997
Video and computer games have assumed a prominent role in the culture of U.S. children and adolescents. The paper examines the health effects of these games, suggests criteria upon which parents and teachers may evaluate the games, and notes some implications for health educators. (SM)
Descriptors: Child Health, Computer Games, Elementary School Students, Elementary Secondary Education
Stewart, Kelly Michael – Journal of Instruction Delivery Systems, 1997
Explores elements of game design: entertainment, fantasy, nonthreatening reality, objectives, rules, opposition, hazards, outcomes; a rationale for using games in courseware; advantages of World Wide Web Instructional gaming: asynchronous learning opportunities, process data gathering, real-time interaction across geographically dispersed…
Descriptors: Class Activities, Competition, Computer Assisted Instruction, Computer Games
Peer reviewedBahr, Christine M.; Rieth, Herbert J. – Computers in the Schools, 1989
Discussion of the use of microcomputers by special education students highlights a study that compared the effects of a drill and practice program with an instructional computer game on the acquisition of multiplication skills among junior high and high school learning disabled students. (22 references) (LRW)
Descriptors: Academic Achievement, Comparative Analysis, Computer Assisted Instruction, Computer Games
Tonks, David; Long, George – Simulation/Games for Learning, 1989
Considers the value and success of computer based marketing simulations from the standpoint of both instructors and participants. Distinctions are drawn between simulations and games; applications in higher education in the United Kingdom are described; future possibilities are suggested; and hidden costs in adopting new innovations are examined.…
Descriptors: Adoption (Ideas), Business Administration Education, Computer Games, Computer Simulation
Peer reviewedEdwards, Laurie D. – Journal of Mathematical Behavior, 1992
Two studies to determine how students interact with two microworlds that reflect a constructivist view of learning investigated students' goals during interaction, strategies utilized to achieve their goals, changes in goals during interaction, and common patterns of interaction and learning. Concludes that well-designed games enable students to…
Descriptors: Cognitive Processes, Cognitive Style, Computer Assisted Instruction, Computer Games
Peer reviewedRieber, Lloyd P.; Luke, Nancy; Smith, Jan – Meridian, 1998
Describes KID DESIGNER, a project that emphasizes play as a lifelong learning process by teaching elementary school students how to design their own educational computer games that embed content from subjects studied in the classroom. Topics include constructivism; cooperative learning; project-based activities; prior learning; group dynamics; and…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software Development, Constructivism (Learning)
Chang, Jimmy; Lee, Mary; Ng, Kwan-ling; Moon, Ka-Leung – Simulation & Gaming, 2003
This article describes the results of a survey of 93 final-year degree students concerning their views toward using Thavikulwat's DEAL: A Business Gaming Simulation. The focus is on students' perception of the usefulness of using computer simulation as a learning tool in a strategic management course. Certain comparison was made with other similar…
Descriptors: Strategic Planning, Student Attitudes, Games, Computer Simulation
Can, Gulfidan; Cagiltay, Kursat – Educational Technology & Society, 2006
Teachers' perceptions are critical to the success or failure of integrating computer games with educational features into classrooms. Consequently, it is essential to gather information about concerns they might have in regard to using these games in the classroom. This study was conducted to investigate the perceptions and future plans of a group…
Descriptors: Foreign Countries, Educational Technology, Educational Games, Video Games
Singaravelu, G. – Journal of Educational Technology, 2008
The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self-learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar.…
Descriptors: Video Games, Teaching Methods, Grammar, Pretests Posttests
Wall, John; Ahmed, Vian – Computers & Education, 2008
Continuing professional development (CPD) and life-long learning are vital to both individual and organisational success. For higher education, the intensive resource requirements requisite in the development of e-learning content and the challenges in accommodating different learning styles, developing an e-learning program can be a resource…
Descriptors: Educational Games, Construction Industry, Lifelong Learning, Foreign Countries
Coulter, Shannon E.; Groenke, Susan L. – English Journal, 2008
Shannon E. Coulter and Susan L. Groenke recognize that student differences in interests, learning styles, and readiness for certain knowledge necessitate individualized processes for effectively learning vocabulary. They offer strategies and word games that help students make meaningful connections and improve comprehension. They also give advice…
Descriptors: English Instruction, Individualized Instruction, Literature, Vocabulary
Hardwick-Ivey, Amy R. – English Journal, 2008
High school teacher Amy R. Hardwick-Ivey loves teaching vocabulary. She describes numerous activities that increase students' understanding of the nuances of language and their confidence in using language well.
Descriptors: Vocabulary Development, Vocabulary Skills, English Teachers, English Instruction
Reinfeld, Barbara; Lountain, Ken; Mellowship, Diane – Australian Primary Mathematics Classroom, 2008
This article describes some of the features of the Mathematics for Learning Inclusion program. The program is designed to improve the teaching and learning of mathematics in clusters of primary schools serving low socio-economic communities (low SES). Specifically, it aims to improve the engagement and learning outcomes for low SES and Aboriginal…
Descriptors: Mathematics Instruction, Inclusive Schools, Low Income Groups, Indigenous Populations
Houssart, Jenny; Sams, Claire – International Journal for Technology in Mathematics Education, 2008
This article examines 9-11 year olds' attempts to beat the computer at a game of strategy and asks how far and under what circumstances they developed a strategic approach to the game. Extracts from videotape transcripts are analysed to reveal the components of children's particular approaches, evident even amongst children who did not develop an…
Descriptors: Teaching Methods, Thinking Skills, Cognitive Processes, Language Usage
Ellerbrock, Mike; Bayer, Jessica; Bradshaw, Rose – Bulletin of Science, Technology & Society, 2008
In the management of common property resources, privatization is often advocated as the surest path to sustainability because of its reliance on human self-interest in natural resources decision making. This article demonstrates that the motive of self-interest, though powerful, does not necessarily lead to environmental outcomes that promote the…
Descriptors: Privatization, Environmental Education, Ownership, Natural Resources

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