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Wallenius, Marjut; Punamaki, Raija-Leena; Rimpela, Arja – Journal of Youth and Adolescence, 2007
The roles of age, social intelligence and parent-child communication in moderating the association between digital game playing and direct and indirect aggression were examined in 478 Finnish 10- and 13-year-old schoolchildren based on self-reports. The results confirmed that digital game violence was directly associated with direct aggression,…
Descriptors: Early Adolescents, Males, Intelligence, Aggression
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Cassity, Hope Daniels; Henley, Tracy B.; Markley, Robert P. – Journal of Instructional Psychology, 2007
The "Mozart effect" is the reported phenomenon of increased spatial abilities after listening to that composer's music. However, subsequent research suggests that the Mozart effect may be an artifactual consequence of heightened arousal and mood rather than the music of Mozart per se (e.g., Thompson, Schellenberg, & Husain, 2001). The present…
Descriptors: Program Effectiveness, Psychological Patterns, Music, Spatial Ability
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Compton-Lilly, Catherine – Reading Teacher, 2007
James Gee has suggested that video games can teach us important lessons about learning and that we can learn about teaching from these games. Reading research and the words of the author's daughter are the basis of an exploration of the learning principles Gee identifies. He explains that video games are successful in engaging children and…
Descriptors: Reading Research, Reading Instruction, Reading, Video Games
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Becker, Katrin – British Journal of Educational Technology, 2007
In the spring of 2005, the author designed and taught a graduate-level course on digital game-based learning primarily for teachers. Teachers cannot be expected to embrace digital games as a tool for learning unless they have a sound understanding of the potential as well as the limitations, and are confident in their ability to use games…
Descriptors: Educational Games, Profiles, Instructional Design, Course Organization
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Baskin, Colin; Taylor, Ryan – E-Learning, 2007
Ethnomethodology is the analytical frame used here to recover embedded cultural discursive phenomena in the language of "at risk" middle-school boys as they talk about "computer games" and "schooling". What emerges is a rich picture of myths and heroes, identities of participation where member values and a discernible moral order are part of the…
Descriptors: Classroom Communication, Computer Assisted Instruction, Males, Middle Schools
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Begg, Michael; Ellaway, Rachel; Dewhurst, David; Macleod, Hamish – Innovate: Journal of Online Education, 2007
Noting the dependency of healthcare education on practice-based learning, Michael Begg, Rachel Ellaway, David Dewhurst, and Hamish Macleod suggest that creating a virtual clinical setting for students to interact with virtual patients can begin to address educational demands for clinical experience. They argue that virtual patient simulations that…
Descriptors: Patients, Exhibits, Clinical Experience, Health Services
Starkman, Neal – Campus Technology, 2007
Colleges and universities head into virtual worlds, and student learning and psychology are changed forever. For the past few years, Creighton University, a Jesuit institution of about 6,700 students has hosted GameFest (www2.creighton.edu/doit/gamefest), a 12-hour marathon of high-tech, interactive gaming sessions among Creighton students, using…
Descriptors: Educational Technology, Faculty, Academic Achievement, Student Attitudes
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Tripp, Gail; Schaughency, Elizabeth A.; Langlands, Robyn; Mouat, Kelly – Journal of Child and Family Studies, 2007
We used global ratings to compare the family (parent[s]-child) interactions of 51 clinic-referred children with ADHD and 32 non problem children. Children and parent(s) were videotaped while engaging in problem solving and game playing activities. Independent coders, blind to children's diagnostic status, rated the interactions using measures…
Descriptors: Attention Deficit Hyperactivity Disorder, Problem Solving, Interaction, Family Relationship
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Smith, Heather J. – Modern Language Journal, 2007
During a study designed to examine the processes of learning English as an additional language as manifest in the interactive behaviour of small groups of bilingual school children playing specially designed board games, several instances of "private speech" were captured. Private speech is commonly described as speech addressed to the self for…
Descriptors: Group Activities, English (Second Language), Second Language Learning, Bilingual Schools
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Movitz, Allison P.; Holmes, Kerry P. – English Journal, 2007
The authors elaborate on the experience of creating for high school students effective multisensory, hands-on learning centers that address a full range of elements from the English language arts curriculum. Allison P. Movitz and Kerry P. Holmes detail the centers Movitz designed for a Mostly Medieval unit to show how learning centers can help…
Descriptors: High School Students, Language Arts, Units of Study, Learning Centers (Classroom)
Martini, Mary – 1994
This research summary reports on a 4-month long study of 30 children, ages 10-13, who live at the elementary boarding school on the island of 'Ua Pou, Marquesas Island, French Polynesia. Of the sample of 15 boys and 15 girls, 20 of the children are from a single small valley. Follow-up studies also were done of the families of these children. The…
Descriptors: Child Behavior, Childrens Games, Elementary Education, Foreign Countries
De Par en Par, 1995
This document consists of two issues (1995) of a Spanish-Embassy publication to aid teachers of the Spanish language in elementary and middle schools, with classroom activities and lesson plans. Each issue is illustrated with photographs, maps, and drawings, and each concentrates on a particular topic. Issue number 8 concerns art; issue number 9…
Descriptors: Art Activities, Bilingual Education, Childrens Games, Class Activities
Jackson, Mary, Ed. – 1987
Intended to help librarians plan a summer program of activities for children, this planning manual provides deadline schedules, activity suggestions, book lists and other items necessary in starting such a program. The introduction to the manual explains the goals of a library summer program, and notes that the theme offered, "The Greatest…
Descriptors: Childhood Interests, Childrens Art, Childrens Games, Childrens Literature
Jackson, Mary, Ed. – 1987
Intended as a companion volume for librarians planning a children's summer reading program, this activity manual provides ideas for games, puzzles, puppet shows, story reading, and more, all based on the theme of "Circus Summer." The manual suggests ways to promote the program, such as visits to schools, and provides directions for…
Descriptors: Childhood Interests, Childrens Art, Childrens Games, Childrens Literature
Hunsaker, Phillip L. – 1975
In previous research a pilot simulation was developed for use by Reserve Officers Training Corps (ROTC) units in assessing leadership potential of officer candidates in turbulent-field environments. Peer and instructor rating forms were also developed for evaluation of leadership, decision style, ability to cope with stress, and interpersonal…
Descriptors: Behavior Rating Scales, College Faculty, Decision Making, Diagnostic Tests
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