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Sanford, Kathy; Madill, Leanna – E-Learning, 2007
The rapidly growing phenomenon of video games, along with learning that takes place through video game play, have raised concerns about the negative impact such games are reputed to have on youth, particularly boys. However, there is a disconnect between the discourse that suggests that boys are failing in learning literacy skills, and the…
Descriptors: Play, Video Games, Literacy, Males
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Nelson, Toben F.; LaBrie, Richard A.; LaPlante, Debi A.; Stanton, Michael; Shaffer, Howard J.; Wechsler, Henry – Research Quarterly for Exercise and Sport, 2007
Gambling on college and professional sports and the influence of attending colleges with differing levels of "sports interest" were examined among athletes, sports fans, and other students (N = 10,559) at 119 colleges in the United States using multilevel statistical analysis. Athletes and fans reported more sports gambling compared to…
Descriptors: Individual Characteristics, College Athletics, Athletes, Statistical Analysis
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Squire, Kurt; Klopfer, Eric – Journal of the Learning Sciences, 2007
Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical potential of augmented reality simulations in environmental engineering education by immersing students in…
Descriptors: Scientific Principles, Investigations, Engineering Education, Computer Simulation
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Figgins, Margo A.; Johnson, Jenny – English Journal, 2007
Students' relationships with language are likely to change when they are permitted to play with it, but teachers must construct multiple classroom situations for experimentation, and thus change, to take place. Margo A. Figgins and Jenny Johnson give several ideas for how to foster wordplay among students, describing use of eponyms, word…
Descriptors: Language Attitudes, Educational Games, Play, Teaching Methods
Sax, Leonard – School Library Journal, 2007
The gender issue is relevant to classroom learning in more ways than one. Increasingly in the United States, young boys are saying that school is stupid and they do not like to read. This phenomenon cuts across all demographic groups: it affects affluent white boys in the suburbs no less than it affects black boys in low-income neighborhoods. In…
Descriptors: Video Games, Predictor Variables, Literature Appreciation, Gender Issues
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Lannie, Amanda L.; McCurdy, Barry L. – Education and Treatment of Children, 2007
Teachers are often ill-prepared to manage classrooms in urban schools. In the present study, an empirically-based behavioral management strategy, the Good Behavior Game (Game), was investigated. The effects of the Game on student behavior and teacher response statements, including praise, were examined. A teacher with 22 students in a first grade…
Descriptors: Classroom Techniques, Urban Schools, Teacher Behavior, Student Behavior
Zaslavsky, Claudia – 1990
This document describes the contributions of African peoples to the science of mathematics. The development of a number system is seen as related to need. Names of numbers, time reckoning, gesture counting, and counting materials are examined. Mystical beliefs about numbers and special meanings in pattern are presented. Reproductions of patterns,…
Descriptors: African Culture, Architecture, Art, Beliefs
American Association for Health, Physical Education, and Recreation, Washington, DC. – 1966
THIS ALPHABETIZED BIBLIOGRAPHY LISTS 490 ARTICLES, REPORTS, UNPUBLISHED WORKS, AND PAPERS CONCERNING RECREATION, PHYSICAL EDUCATION, AND PSYCHOMOTOR FUNCTIONS. THE BIBLIOGRAPHY'S CITATIONS ARE RELEVANT TO THE EDUCABLE, TRAINABLE, SEVERELY, AND PROFOUNDLY MENTALLY HANDICAPPED, THE BRAIN DAMAGED, AND THOSE WITH NEUROPATHOLOGICAL CONDITIONS. (JA)
Descriptors: Childrens Games, Exceptional Child Research, Games, Mental Retardation
Allen, Denise – Teaching Pre K-8, 1996
Reviews two CD-ROMS and one computer game: "Explore Yellowstone," science activities on CD to earn badges toward becoming a ranger; "Oval Office: Challenge of the Presidency," in which students role play presidential responsibilities such as proposing budgets; and "Strategy Games of the World," in which students match their skills against game…
Descriptors: Citizenship Education, Civics, Computer Games, Computer Software
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2010
For the thirty-third year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Conferences (Gatherings), Research and Development, Educational Technology, Annual Reports
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
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White, David; Le Cornu, Alison – Educational Research, 2010
Background: Many of the potential benefits of using virtual worlds for teaching and learning are difficult to define and often become overly focused on the functionality of the technology or on its ability to support informal or "social" forms of learning. Purpose: The aim of the paper is to highlight the experiential nature of virtual…
Descriptors: Experiential Learning, Learning Theories, Lifelong Learning, Pilot Projects
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Warschauer, Mark; Matuchniak, Tina – Review of Research in Education, 2010
In this chapter, the authors take a broad perspective on how to analyze issues of technology and equity for youth in the United States. They begin with "access" as a starting point, but consider not only whether diverse groups of youth have digital media available to them but also how that access is supported or constrained by…
Descriptors: Academic Achievement, Educational Technology, Access to Computers, Computer Science Education
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Hastie, Peter A.; Casey, Ashley; Tarter, Anne-Marie – Technology, Pedagogy and Education, 2010
This paper reports on the incorporation of wiki technology within physical education. Boys from two classes at a school in the United Kingdom were divided into small teams and given the task of creating a new game in a same genre as football, hockey, netball or rugby. Each team had a wiki on which were recorded all the plans and developments of…
Descriptors: Physical Education, Foreign Countries, Physical Education Teachers, Learning Experience
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Savin-Baden, Maggi – London Review of Education, 2010
This paper presents a study that used narrative inquiry to explore staff experiences of learning and teaching in immersive worlds. The findings introduced issues relating to identity play, the relationship between pedagogy and play and the ways in which learning, play and fun were managed (or not). At the same time there was a sense of imposed or…
Descriptors: Play, Teacher Attitudes, Self Concept, Values
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