NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 14,446 to 14,460 of 20,272 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Wilhelm, Jeffrey D. – English in Australia, 2007
This article explores the conditions of "flow" experience from two studies into the literate lives of young men (Smith and Wilhelm 2002; 2006) that were explanatory, when present, of motivation and engagement in various activities including literacy, and when absent, of a lack of motivation and engagement in various activities including literacy.…
Descriptors: Reading Habits, School Activities, Video Games, Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Damron, Rebecca L.; Halleck, Gene B. – Simulation & Gaming, 2007
This article describes the process of creating training data for a game developed to promote cross-cultural competence among students studying in a culture different from their own. The process of creating game cards (known as culture assimilators) begins with the collection of reports of intercultural misunderstandings. This phase of data…
Descriptors: Feedback (Response), Cross Cultural Training, Educational Games, Program Descriptions
Hastie, Peter A. – Journal of Physical Education, Recreation & Dance (JOPERD), 2007
This article addresses the many ways in which schools can provide physical activity opportunities for students by taking advantage of hours that students might otherwise spend waiting for school to begin or playing computer games after school has ended. The article presents creative strategies for engaging students in activities that are…
Descriptors: School Buses, Physical Activities, Games, Physical Activity Level
Peer reviewed Peer reviewed
Direct linkDirect link
Seidler, Rachael D. – Learning & Memory, 2007
Two important components of skill learning are the learning process itself (motor acquisition) and the ability to transfer what has been learned to new task variants (motor transfer). Many studies have documented age-related declines in the ability to learn new manual motor skills. In this study, I tested whether the degree of savings at transfer…
Descriptors: Transfer of Training, Feedback, Learning Disabilities, Aging (Individuals)
Peer reviewed Peer reviewed
Direct linkDirect link
Lennon, Jeffrey L.; Coombs, David W. – Health Education, 2007
Purpose: The purpose of this study is to test the effectiveness of an educational board game for increasing knowledge, positive attitudes-beliefs, and self-efficacy for dengue prevention in a sample of Philippine school children and adolescents. Effective board games are more advantageous than lectures because they are adaptable, inexpensive and…
Descriptors: Health Education, Educational Games, Self Efficacy, Lecture Method
Peer reviewed Peer reviewed
Direct linkDirect link
Melendez, Barbra S.; Williams, Tasha – PRIMUS, 2007
This paper describes a modification of a popular TV game show, "American Idol[R]," conducted in an undergraduate calculus course. The focal point of this game show is to get students to interact in competitive self-assessment. Student competition is an effective device to engage students in the learning process. Placing students in the role of…
Descriptors: Calculus, Metacognition, Educational Games, Mathematics Instruction
Inglis, Michaela; Caldwell, Will – Australian Mathematics Teacher, 2007
For mathematics teachers who are continually looking for ways in which to engage their students in the learning process, the capabilities offered by technology answer the call. Whether the technology comprises computer based applications or graphics calculators, often boring aspects can be bypassed so that students can work on the "good…
Descriptors: Adolescents, Teaching Methods, Mathematics Teachers, Mathematical Concepts
Peer reviewed Peer reviewed
Direct linkDirect link
Brown, Stacey – English Journal, 2007
Stacey Brown energizes high school students with "brain-twisting" writing prompts, word games to hone vocabulary and spelling skills, and art to show complex ideas. Additionally, reading aloud to her class models fluent reading, expands students' vocabularies, builds community, and stimulates student-led discussions about the novel. (Contains 1…
Descriptors: Spelling, High School Students, Educational Games, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Muwanga-Zake, Johnnie Wycliffe Frank – Journal of Science Education and Technology, 2007
I report on benefits from 26 teacher-participant evaluators of a computer game designed to motivate learning and to ease conceptual understanding of biology in South Africa. Using a developmental, social constructivist and interpretative model, the recommendation is to include the value systems and needs of end-users (through social dialogue);…
Descriptors: Constructivism (Learning), Curriculum Development, Evaluators, Scientific Principles
Harvey, William L. – 1970
A science education game, called "Challenge," was developed and tested. In a course designed to review the concepts that are useful in teaching elementary school science, one group of black graduate students used the game while a control group used the conventional lecture-discussion format. The game was designed to allow the player an opportunity…
Descriptors: Achievement, Background, Black Students, Comparative Analysis
Lopez-Varela, Asuncion, Ed. – InTech, 2012
This is a unique and groundbreaking collection of questions and answers coming from higher education institutions on diverse fields and across a wide spectrum of countries and cultures. It creates routes for further innovation, collaboration amidst the Sciences (both Natural and Social) and the Humanities and the private and the public sectors of…
Descriptors: Social Sciences, Hermeneutics, Observation, European History
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Hu, Xiangen, Ed.; Barnes, Tiffany, Ed.; Hershkovitz, Arnon, Ed.; Paquette, Luc, Ed. – International Educational Data Mining Society, 2017
The 10th International Conference on Educational Data Mining (EDM 2017) is held under the auspices of the International Educational Data Mining Society at the Optics Velley Kingdom Plaza Hotel, Wuhan, Hubei Province, in China. This years conference features two invited talks by: Dr. Jie Tang, Associate Professor with the Department of Computer…
Descriptors: Data Analysis, Data Collection, Graphs, Data Use
DeRouin-Jessen, Renee E. – ProQuest LLC, 2008
The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's…
Descriptors: Fantasy, Computer Assisted Instruction, Learning Motivation, Rewards
Peer reviewed Peer reviewed
Direct linkDirect link
Moon, Brian – English in Australia, 2008
"World of Warcraft" is an online computer game with over nine million players, many of them technically-minded young males. A proportion of these young males engage in spontaneous creative writing about their game adventures. They enjoy highly formulaic genres, such as the epic poem, with its complex technical requirements. This has…
Descriptors: Role Playing, Creative Writing, Fantasy, English Teachers
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Ang; Martin, Robert; Ennis, Catherine D.; Sun, Haichun – Research Quarterly for Exercise and Sport, 2008
The curriculum may superimpose a content-specific context that mediates motivation (Bong, 2001). This study examined content specificity of the expectancy-value motivation in elementary school physical education. Students' expectancy beliefs and perceived task values from a cardiorespiratory fitness unit, a muscular fitness unit, and a traditional…
Descriptors: Curriculum Development, Physical Education, Student Motivation, Multivariate Analysis
Pages: 1  |  ...  |  960  |  961  |  962  |  963  |  964  |  965  |  966  |  967  |  968  |  ...  |  1352