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Leach, Guy J.; Sugarman, Tammy S. – Research Strategies, 2005
Research has shown that educational games can have positive impacts on student learning and motivation. The success of a game played in a library instruction class depends on the type of game selected, the development of learning outcomes, and the flexibility of the librarian during class. This article explains the benefits to students and…
Descriptors: Educational Games, Librarians, Library Instruction, Play
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Shrimpton, Bradley; Hurworth, Rosalind – Journal of Educational Multimedia and Hypermedia, 2005
Recently the Centre for Program Evaluation (CPE) at the University of Melbourne was approached by a mental health agency to undertake the unique and challenging task of evaluating a prototype CD-ROM based adventure game designed for young people recovering from psychosis. This unusual and inventive game, titled Pogo's Pledge, used…
Descriptors: Evaluation, Young Adults, Late Adolescents, Young Adults
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Moreno, Roxana; Mayer, Richard E. – Journal of Educational Psychology, 2005
The authors investigated whether guidance and reflection would facilitate science learning in an interactive multimedia game. College students learned how to design plants to survive in different weather conditions. In Experiment 1, they learned with an agent that either guided them with corrective and explanatory feedback or corrective feedback…
Descriptors: Misconceptions, Guidance, Weather, Feedback
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Shor, Mikhael – Journal of Economic Education, 2003
States making game theory relevant and accessible to students is challenging. Describes the primary goal of GameTheory.net is to provide interactive teaching tools. Indicates the site strives to unite educators from economics, political and computer science, and ecology by providing a repository of lecture notes and tests for courses using…
Descriptors: Computer Assisted Instruction, Computer Science, Ecology, Economics
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Cai, Yiyu; Lu, Baifang; Zheng, Jianmin; Li, Lin – Simulation & Gaming, 2006
Games have long been used as a tool for teaching important subject matter, from concept building to problem solving. Through fun learning, students may further develop their curiosities and interest in their study. This article addresses the issue of learning biomolecular structures by virtual reality gaming. A bio edutainment solution featuring…
Descriptors: Computer Simulation, Biochemistry, Foreign Countries, High Schools
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Davies, Gail – Journal of Biological Education, 2005
Why introduce genetics at primary level? Children are fascinated by themselves and where they come from. Many have heard of genes, mostly through the media coverage of genetics, and want to know more. Children should be engaged in science at an early age to foster an interest and encourage an appreciation of its relevance to life. Genetics sits…
Descriptors: Genetics, Primary Education, Science Teachers, Science Instruction
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Schatzle, Chad – Journal of Access Services, 2005
After reviewing the history and parameters of the scholarly communications crisis, particularly in regard to skyrocketing prices for journals in the natural sciences, the author reviews and rejects previously attempted solutions. He then employs the principles of game theory in proposing a new solution to the crisis.
Descriptors: Game Theory, Natural Sciences, Communications, Scholarship
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Coghlan, Catherine L.; Huggins, Denise W. – Teaching Sociology, 2004
Social stratification may be one of the most difficult topics covered in sociology classes. This article describes an interactive learning exercise, using a modified version of the game Monopoly, intended to stress the structural nature of social inequality and to stimulate student reflection and class discussion on social stratification in the…
Descriptors: Social Stratification, Social Mobility, Social Justice, Power Structure
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Thomas, Katherine M.; Austin, Marlisa – Teaching English in the Two-Year College, 2005
As students enter college, English composition instructors complain that students lack essential grammar basics to create clear, coherent pieces of writing. The number of students requiring developmental coursework at institutions has increased significantly since the institution of mandatory placement in 2000. In the face of the challenge to…
Descriptors: Grammar, Teaching Methods, Writing Instruction, College Students
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Ching, W.-K.; Lee, M. S. – International Journal of Mathematical Education in Science & Technology, 2005
This short note introduces an interesting random walk on a circular path with cards of numbers. By using high school probability theory, it is proved that under some assumptions on the number of cards, the probability that a walker will return to a fixed position will tend to one as the length of the circular path tends to infinity.
Descriptors: Probability, Mathematical Concepts, High Schools, Mathematics Education
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Stull, William J. – Economics of Education Review, 2006
This paper analyzes a simple game-theoretic model of curriculum integration decision-making in a high school with academic and vocational tracks. The model is based on a formal theory of how curriculum integration affects learning. Teachers choose to include a curriculum integration unit in their classes only when it increases learning relative to…
Descriptors: Integrated Curriculum, Instructional Leadership, High Schools, Teaching Methods
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Krahe, Barbara; Moller, Ingrid – Journal of Adolescence, 2004
The relationship was examined between exposure to and preference for violent electronic games and aggressive norms as well as hostile attributional style. Following a pilot study to sample widely used electronic games varying in violent content, 231 eighth-grade adolescents in Germany reported their use of and attraction to violent electronic…
Descriptors: Foreign Countries, Adolescents, Norms, Gender Differences
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Trout, Josh; Zamora, Karra – Teaching Elementary Physical Education, 2005
Sedentary lifestyles are often to blame for overweight and obesity, which is the second leading cause of preventable deaths in the U.S. (USDHHS, 2001). While video games have historically been identified as the culprit of inactivity, new interactive video games make participants break a sweat. Some physical educators have begun integrating this…
Descriptors: Video Games, Interactive Video, Physical Education, Dance
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Yuill, Ron – Technology Teacher, 2005
The author shares how his technology education students at Tecumseh Middle School help his former student from a Purdue class, Ryan Smith, who was called to active military duty. Ryan was teaching technology education at Lafayette Jefferson High School when he was called by the military in the fall of 2004 to report to active duty. Before…
Descriptors: Technology Education, Military Service, Military Personnel, Games
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Rude-Parkins, Carolyn; Miller, Karen Hughes; Ferguson, Karen; Bauer, Robert – Innovate: Journal of Online Education, 2006
Critical in virtually all educational arenas, gaming and simulation techniques and distance learning are major areas of interest in today's U.S. Army training. The U.S. Army Armor School at Ft. Knox, KY contracted with the University of Louisville and Northrop Grumman Mission Systems in 2003 to develop online training for Army Captains. They…
Descriptors: Distance Education, Computer Simulation, Educational Games, Video Technology
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